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Week 9 - Lecture 57 : PAL in Virtual Reality Learning Environments

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This lecture introduces Dr. Anthony Prakash to explore the fundamentals of personalized and adaptive learning within Virtual Reality Learning Environments (VRLE). The session begins by defining virtual reality as a computer-generated 3D environment that simulates real or fantasy worlds, allowing users to become fully immersed and interact with objects from a first-person perspective using specialized devices like head-mounted displays. To achieve this immersion, the lecture outlines how VR systems are classified based on their display approach, level of immersion, and visual source, providing a structured framework for understanding the various technologies available today. The classification of VR systems is detailed through three primary criteria. Based on the display approach, systems are either Cave Automatic Virtual Environments (CAVE), where users are surrounded by projected walls, or Head-Mounted Display (HMD) based systems, which can be standalone wireless units or tethered to a computer. Regarding immersion, systems range from non-immersive desktop setups where users view content as a third party, to immersive HMD systems that offer either low-end capabilities with limited angular motion or high-end facilities supporting six degrees of freedom for full translational and rotational movement. Furthermore, enhanced VR systems are highlighted for their integration of haptic body suits and gloves, adding tactile sensations to the experience. Finally, visual sources are identified as either computer-generated content using engines like Unity or Unreal, or real-world recordings captured via 360-degree cameras. To demonstrate practical application, the lecture presents a development workflow using the Unity game engine to create educational scenarios, such as learning about electromagnetic induction by dragging magnets through coils. The process involves designing the environment and objects in the scene window, defining their physical properties like size and mass, and programming specific interactions using C# scripts to ensure realistic physics, such as a feather floating versus a ball dropping abruptly. This technical foundation allows educators to create dynamic scenes where parameters can be changed in real-time, visually displaying results like induced Electromotive Force (EMF) on graphs, thereby transforming abstract concepts into tangible, interactive learning experiences. The core argument for personalization in VRLE relies on integrating three distinct models: the domain model, the pedagogy model, and the learner model. The domain model manages the content and interactions created within the game engine, while the pedagogy model determines the strategies for displaying remedial content and adapting scenes to suit different learning needs. Crucially, the learner model focuses on understanding individual student behaviors and learning processes to tailor the experience accordingly. Although the detailed process of modeling the learner is reserved for future sessions, this lecture establishes that combining these models enables VRLEs to provide adaptive feedback and personalized remedial content, effectively bridging the gap between static education and immersive, responsive learning environments.
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Welcome back to designing a driven personalized and adaptive learning and immersive course. Uh till now we saw how to use classroom environment to provide a personalized content by teachers. For providing personalized adaptive learning in VRLE, I introduce Dr. Anthony Prakash uh to to teach us about what are the different types of virtual reality environments and how to collect log data from the VRLE. Then we'll discuss how to use those log data to provide a personalized feedback, a personalized remedial content in the VRLE. Thanks Anthony for joining. >> Thank you, sir. Hi everyone. In this session, we will see how to do personalized and adaptive learning for virtual reality learning environment. Before going to discuss personalized and adaptive learning for VRLE, that is virtual reality learning environment, we shall see what is meant by virtual reality. We all know that virtual reality is a computer-generated 3D environment that can simulate a real or fantasy world. It enables the users to get fully immersed in the environment and interact with the objects present in the environment similar to a way in which they interact with the real world. This immersive experience can be achieved through specialized devices such as head-mounted display and handheld controllers. This virtual reality gives a first-person perspective to the users. So now, as we are going to do personalized and adaptive learning for virtual reality, we should know what are the different types of virtual reality systems available. Virtual reality systems can be classified on the basis of display approach, immersion, and visual source. Based on the display approach, virtual reality can be a cave system. Cave means cave automatic virtual environment, in which the user is surrounded by walls and the roof and ceilings, all with displays projecting the environment virtual environment by projectors. There are cameras that track the position of the user, and the computer it adapts the virtual environment to be perceived by the user according to the position. And based on the display approach, another type of VR system is HMD based VR system, head-mounted display based VR system, in which the user wears a head-mounted display around their head and interact with the environment. Again, HMD based system can be a standalone system or a tethered system. Standalone system, it it is a wireless system, whereas tethered system, there is a wire that connects the head-mounted display to the computer. Based on the immersion, VR system can be classified as immersive VR and non-immersive VR. Non-immersive VR systems are desktop based VR system, where there is no immersion and the learners or the users interact with the environment as a third person. Whereas in immersive VR, here again, it is a HMD based VR system. It can be further classified as a low-end VR system. In low-end VR system, mobile phone can be placed in a similar setup as shown in the image, and it can be seen by the users. As as it supports 3° of freedom, it can support only angular motion such as pitch, roll, and yaw. It doesn't support any translational motion. The next type of HMD based immersive VR system is high-end VR system. It supports high interaction and 6° of freedom. High interactions are facilitated through handheld controllers and 6° of freedom includes both rotational movements and also translational movements which includes moving forward, backward, turning left, right, and also moving up, down. The next type of immersive VR system is enhanced VR system that has high-end facility with haptic integrated body suits. Here it has all the facilities of high-end VR system and also it includes haptic sensation through haptic gloves and body suits. Here the users can have the tactile sensation, the feel of touch also can be provided by this enhanced VR system. Next, according to the visual source, the VR system can take the visual source come from computer generated or from 360° camera. Computer generated include the software such as Unity game engine or Unreal Engine that generate the VR content to be rendered into the head-mounted display. Whereas 360° camera, it can record the real physical world using 360° camera and it is and rendered into the head-mounted display. So the users wearing the head-mounted display find themselves into in the environment recorded using 360° camera. In this slide, we will show the demonstration of a virtual reality learning environment. Before looking at the demonstration, we will give an idea how virtual reality content can be developed. Here we are using Unity game engine. So first, you have to create the environment and objects in the environment that can be seen in the scene window and also game window. So there are other windows which facilitate where the object should be placed, what should be the size of the object, what are the physics of the object, so that are decided using this. Then, we have to program the interaction and physics of the environment. For example, if in your environment there is a feather, when a feather is thrown, it should float. Whereas, when a ball is thrown, it should drop abruptly. So, these kind of physics have be programmed and the interaction with each object should be programmed using C# script in Unity game engine. Here is a environment that shows this. This is the environment used to learn physics concept of electromagnetic induction. Here, the user drags the magnet in and out of the coil, changes the parameter, and due to the dragging of the magnet, the EMF is induced in the coil, which is shown in the graph there. Now, let us see how to personalize the content in virtual reality learning environment. So, how to personalize the content in VRLE? So, we have seen in the previous sessions about the domain pedagogy and learner model. The domain model, it is related to the content and the interaction created using game engines such as Unity. The pedagogy also, what remedial content and what are the strategies through which the content should be displayed to the learner, changes in the scenes, all are decided using again the Unity game engine. Whereas, learner model, we have to understand learner's interaction behavior and their learning processes to provide the personalized and adaptive learning content. The process of modeling the learner in virtual reality learning environment will be discussed in the next session. Thank you.