D 2023

Transforming Affordable Virtual Reality Headsets into Effective Learning Environments

RANA, Masud, Ulrich NORBISRATH, Eero VAINIKKO a Bruno ROSSI

Základní údaje

Originální název

Transforming Affordable Virtual Reality Headsets into Effective Learning Environments

Autoři

RANA, Masud, Ulrich NORBISRATH (276 Německo), Eero VAINIKKO (246 Finsko) a Bruno ROSSI (380 Itálie, garant, domácí)

Vydání

Not specified, Proceedings of the International Conference on Intelligent Metaverse Technologies & Applications (iMETA2023), od s. 168-175, 8 s. 2023

Nakladatel

IEEE

Další údaje

Jazyk

angličtina

Typ výsledku

Stať ve sborníku

Obor

10200 1.2 Computer and information sciences

Stát vydavatele

Spojené státy

Utajení

není předmětem státního či obchodního tajemství

Forma vydání

elektronická verze "online"

Kód RIV

RIV/00216224:14330/23:00131645

Organizační jednotka

Fakulta informatiky

ISBN

979-8-3503-2845-5

UT WoS

001143688600026

Klíčová slova anglicky

Virtual Reality; Standalone VR Headsets; Learning Environment Deployment; Meta Quest 2; Educational Devices; Learning-friendly Environment; Learning Efficiency

Příznaky

Mezinárodní význam, Recenzováno
Změněno: 14. 3. 2024 14:25, Bruno Rossi, PhD

Anotace

V originále

Virtual Reality (VR) has emerged as a powerful tool for enhancing educational experiences by providing simulated environments that overcome physical limitations. This paper explores the transformation of affordable Virtual Reality technology, specifically the Meta Quest 2 headset, into an inclusive standalone learning environment. The official Meta store currently lacks popular 2D apps and Google Play services, while existing 3D apps are mostly game-focused or task-specific. Switching between 3D apps and keyboard navigation is complex. Leveraging and integrating tools like SideQuest, Termux, VS Code Server, and PRoot-based Linux distributions, we overcome these limitations, crafting a dedicated learning-friendly VR environment on the standalone Meta Quest 2 headset. We adopt a user persona-based scenario approach to identify potential use cases and VR requirements in the educational context. We then devise an experimental setup through thorough experimentation with the technologies mentioned earlier. We also conduct testing on our experimental setup and collect feedback from participants to examine the efficiency and usability of our standalone VR learning environment. The findings of this study contribute to the evolution of VR-based educational systems, enhancing learning experiences and broadening the scope of students' educational journeys. Although our research is based on qualitative results from a small group of participants, we believe that our study design, methodologies, tools, and deployment are significant for future related studies. Therefore we invite educators and researchers to replicate or modify our experiment in their classroom settings and engage in a scientific dialogue with us, further driving the development and refinement of affordable and inclusive VR-based education.