Week 9 - Lecture 57 : PAL in Virtual Reality Learning Environments
Watch on YouTubeVideo summary
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.
Read the full video transcript
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.