2023
Transforming Affordable Virtual Reality Headsets into Effective Learning Environments
RANA, Masud, Ulrich NORBISRATH, Eero VAINIKKO a Bruno ROSSIZákladní 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.