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Week 9 - Lecture 59 : Personalized VRLE

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The lecture focuses on transforming raw data collected from Virtual Reality Learning Environments (VRLE) into meaningful insights for personalization. While previous sessions covered the types of VR environments and methods for logging data, specifically within devices like the Meta Quest 2, this segment explains how to process that initial data. Raw inputs such as grip pressure, trigger states, and controller movements cannot directly provide personalized feedback; instead, they must be converted into constructed features that describe specific actions. For instance, a sequence of picking up an object, holding it for ten seconds, and dropping it is synthesized into a single feature representing "dragging," which carries more pedagogical value than isolated button presses. To create a comprehensive picture of student behavior, the instructor demonstrates how to combine multiple action features into complex scenarios. By merging data points such as dragging a magnet through a coil, selecting different coils, and simultaneously looking at a graph via infrared ray tracking, the system can infer high-level learning activities like "exploring electromagnetic force." This approach allows the environment to recognize when a student is struggling or succeeding by analyzing patterns, such as a learner repeatedly trying different coils before consulting instructional notes. These synthesized features enable the VRLE to assess performance and provide remedial feedback similar to computer-based learning environments, utilizing models like BKT to measure skills. The core methodology for personalization in VRLE mirrors that of traditional computer-based systems but requires an additional initial step: effective data logging. The process involves collecting raw interaction data, constructing meaningful features from those logs, and developing a learner model based on this information. Once the learner model is established, strategies such as pattern mining or rule-based systems can be applied to generate hints, scaffolding, and tailored content. The lecture concludes by emphasizing that while the pedagogical logic remains consistent with existing CBL environments, the unique challenge lies in implementing robust data logging mechanisms to capture the rich interaction data necessary for these advanced personalization techniques.
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[music] [bell] [bell and music] >> Welcome back to designing eye driven personalized adaptive and learning environments course. In last videos, Anthony Rogash has explained what are different types of VR environments and how to collect log data in the one type of VR environment that is 60 of freedom meta quest two. So in this video we use how to use those data which we collected to personalize it. Before we go to personalization, um the data we collect is called raw data. We collected all the raw data and since the grip, the trigger, the pressure, you know, the left left trigger or right controller in the VR devices. But that is not cannot be directly used to provide a personalized you know feedback. To provide personalized feedback, we need to convert these features and construct a feature from this so that those constructed features can inform something about actions they're performing in the uh environment. So they use the actions to provide a personalized feedback. For example, uh controller and button actions, you know, all the objects we consider we take actions. For example, a student is uh pressing the left grip and uh the object is picked this magnet at the timestamp uh 0.01. Now the left controller is picked, the grip button is also selected, also the the magnet is picked. This can be classified or converted into action called magnet grabbed. Now the Now the left controller is there and the grip button is still on and the magnet is released. So now the magnet is dropped. Together magnet grabbed and magnet dropped that is from the time 0 01 to 10 seconds. That's 10 seconds the time. We can consider this as a magnet dragged for 10 seconds. By writing a Python script after collecting the raw log data, we could create a set of actions. If you try to use this data like magnet dropping, magnet drop dropping, you won't get a meaningful information. You have to construct features such that for the last 10 seconds, the student might be dragging the magnet. During the magnet dragging, the student also changed the turn coil for two turn coil, you know, pressing the button. So, use those information, we could combine the two coil turn coil selected. Now, we can say that the student actually dragged the magnet and in the two turn coil selection and dragged for the 10 seconds. This is a very meaningful information. Suppose a student does it for four turn coil, then tries for six turn coil, then the student looks at the graph. We can make a pattern sequence of pattern saying that the student first exploring each turn coil, how much the, you know, electromagnetic force induced would change in the particular, let's see, scenario. Those data is useful to provide a personalized learning content. Similarly, what we could see is that whenever the student's looking at the graph using the invisible infrared ray which Anthony talked about in the previous video, we could say that the student is looking at the graph or not. So, whenever the student looks ahead ahead and they're looking at the the graph, the infrared ray will be displayed on the particular object called graph object. Whenever they're noticing the object that is a graph, the time can be notified. We can say the student's inferring about the graph. Similarly, when the student is looking at the object of instruction board or the some notes were given to them, we can say student is reading the instruction. So, that's called inferring the graph for the four seconds. So, this is very important to capture these data. So, now, if you combine all three actions, a student has dragged the map for 10 seconds. In the 10 seconds, student is standing coil for a couple of seconds. During turning the magnet, dragging the magnet in the coil, he's also looking at the graph. So, by combining all this information, we could say that the student is exploring the electromagnetic force by looking at the graph and dragging. Maybe you would change the you know, the direction of the magnet, change the turn coil. All these things are possible to combine uh this information to provide a personalized feedback. So, what we call is a parameter manipulation to the experimentation to evaluating the student actually manipulate the parameter, experiment using the magnet coil, and evaluating its performance using looking at the graph. Consider you have collected all the raw data, then you have constructed the features. The features like grabbing the magnet, inferring the logic. The features like the student is navigating, is looking at the instructional material. Student is trying to grab something, is not understanding, going back to instruction material. If you have these kind of features coming into picture, then it is same as the computer-based learning environment where you have collected a data such as sequence of actions. Use the sequence of actions to provide a feedback. You could also have a assessment. Student do perform some actual task. You can measure the performance. You can provide the skill measurement like a BKT within the VRLE. It's all possible. The only thing stopping us to use personalization VRLE is the data logging mechanism. That is what we are display discussing last two videos. I think if you are interested in you know, providing personalization in VRLE, consider data logging using the mechanism we provided. Then use the data to provide a remedial feedback. So, first thing is develop the learner model using learner's interaction data. That is we collect the data, we construct features, and develop the learner model. Once you have the learner model, you could have a pattern mining or some strategies created from this. By using these strategies or constraints or the rule based systems, we could create a hints, feedbacks or remedial content for scaffolding. So, the steps are exactly same as computer based learning environment. Only the first step should be that how to log the interaction data in the VR early. I hope this two videos which Anthony talked about and would help you to understand how to log data in the VR early. Then you could start with the pedagogy logic which we discussed in the CBL environment. I hope it is clear in this videos how to personalized learning environment or learning content in the virtual reality learning environments. So, in this particular videos, the last two videos, is to collect log data. So, we have written many papers and we have listed three papers here. These papers would help you to understand more in detail how to log data, how to understand students, you know, patterns occurring during the learning environment in the VR early. How students patterns differ when the high versus low performing learners. Which particular interactions is more impacting the learners outcome. All those things has been discussed in these papers. So, these papers are detailing whatever that we discussed in last two videos. These are the sources for you. If you are interested in more understanding more about this, please I request you to go and read these papers. Thank you. >> [music] [music]