VR/AR in Education

1. Virtual Reality

VR is becoming increasingly popular for a variety of applications in today’s society. It has become well suited and a powerful media for use in school , especially for science and mathematics which involve the study of natural phenomena and abstract concepts. The reason being the ability of this technology to make what is abstract and intangible to become concrete and manipulable. Nevertheless, the application of VR in arts and humanities studies should not be ignored. For example, the ability to model on places that cannot be visited, such as historical cities and zoos could be beneficial in social studies, culture and foreign languages. Students could immerse themselves in historical or fictional events filled with foreign cultures and explore them first hand. (Lee and Wong, 2008)

1.1. Existing VR Games

Lots of efforts have been dedicated towards VR-enabled educational games. The number of games that rely on Immersive Virtual Reality VR has been increasing since Oculus Rift made its first cost-effective headset in 2012, the DK1.

Below is a list of VR games created between the years 2012 and 2018.

Table1. Overview of VR games (Oyelere et al., 2020) (Unpublished)

ID

Name (Year)

CC

Description

1

Dinner is Ready (2017)

NL

the authors presented a Virtual Reality game to improve the training of chronic pain both in the clinical and home settings. 

2

Woodlands (2018)

IE

A VR serious game to teach children about road safety.

3

Andreoli, et al. (2017)

IT

A cultural heritage serious game developed to illustrate the feasibility of a framework called FRACH.

4

Alazba, et al. (2018)

SA

An immersive game distracting the patients from the pain while performing Lower Back Problem exercises.

5

Bernardes et al. (2015)

SP

A VR game to teach patients with autism how to take public transportation

6

Byl et al. (2018)

DE

A serious game to teach medical students how to handle ultrasound probes and understand spatial relationships in medical ultra sounding images.

7

Mihajlovic et al. (2017)

HR

A game that motivates users to perform neck exercises through immersion in VR.

8

DIVE game (2017)

IT

The game was developed to simulate a diving experience in a virtual environment for non-divers with the purpose to create awareness in players about a conscious sustainable behavior underwater. 

9

Ha, et al. (2016)

SK

The study proposes a self-training VR serious game for fire evacuation drill with concurrent tele-collaboration among avatars controlled by and synchronized with multiple-users in remote places.

10

Chittaro et al. (2015)

IT

This study proposed an HMD-based immersive game for educating passengers about aviation safety that allows players to experience a serious aircraft emergency with the goal of surviving it. 

11

Zielke et al. (2017)

US

The study explored whether Virtual and Augmented Reality (VR/AR) technologies can provide a more natural interface, increase presence and facilitate the practice of empathy as compared to current medical education forms of simulation.

12

Dinis et al. (2018)

PT

VR interface provide tool for students to interact with virtual building models, while editing geometry and properties

13

VirtX (2018)

DE

In the virtual reality environment, the user generates specific radiographs of virtual patients whereby points are awarded for image accuracy within the specified time frame and radiation exposure.

14

Zikky et al. (2018)

ID

Uses client/server architecture and brings teachers and students together into a virtual space, a specific planet. 

15

Lord of Secure (2018)

TH

A virtual reality (VR) game on Android for education. It is an alternative learning materials for learners to gain the knowledge about the network security effectively. 

16

Sarkany et al. (2015)

DE

A partly-implemented serious game that uses hand gesture and eye gaze in a VR environment to help patients with dementia.

17

Maroon VR (2017)

AT

Maroon VR provides several Lab stations for understanding Electromagnetism in Physics.

18

Motion Rehab AVE 3D (2018)

BR

A serious game for post-stroke patients. It engages patients using VR to complete their rehabilitation program.

19

Knote et al. (2016)

US

This study presents an interactive simulation game with the objective to understand the mutual interferences of competitive (ant) species by experiencing their behavior in a novel way.

20

Lovreglio et al. (2018)

NZ

A serious game that teaches the basics of evacuation training in case of earthquakes in hospitals.

21

Vourvopoulos et al. (2014)

US

This paper presents the design, implementation and validation of RehabCity, an online game designed for the rehabilitation of cognitive deficits through a gamified approach on activities of daily living (ADLs). 

22

Bryan et al. (2018)

IE

A VR game that allows students to learn about various locations in the world using Google Street View

23

Virtual Reality Robots(2017)

IR

This paper presents a novel virtual reality setup with the ability to teach music to children with autism as well as perform automatic assessment of their behaviors. This setup contains Social Virtual Reality Robots (V2Rs) and virtual musical instruments (i.e. xylophone and drum). 

24

Likitweerawong et al. (2018)

TH

A serious game that simulates a car environment and allows participants to test their driving skills.

25

Chin et al. (2018)

CN

A VR game that allows training on Remotely Operated Vehicles

26

Moldoveanu et al.(2017)

CN

The paper proposes a training strategy for a sensory substitution device in order to improve the ability of visually impaired people to be autonomous, thus to increase the quality of their lives.

27

Chiu et al (2017)

MC

In this study, a Virtual Reality game developed for Elementary school students to learn Taiwan's aboriginal tribe native languages.

28

Hafsia et al. (2018)

FR

A VR game to teach construction workers about safety in work environment

29

Diez, et al. (2016)

SP

The research presents an interactive application for training experts on the prevention of occupational hazard such as fire safety in buildings. 

30

VRFiWall (2017)

JP

The paper explore the use of VR technology to develop a fantasy role-playing game (RPG) called VRFiWall teaching computer security.

31

IVR- Honeybee (2018)

CA

This research project discusses the design, development and evaluation of a role playing game that teaches children about the lives of bees


1.1.1. Example: IVR- Honeybee

a. Goal and Levels

"Players take on the role of a honeybee, performing necessary tasks to ensure its survival and the longevity of its colony. Users are active learners since they are constructing knowledge themselves and experiencing learned information. The proposed IVR-Honeybee requires players to wear an HMD to be fully immersed in the environment and interact with the system." (Alrehaili,2016)

Table 2. Levels of the Game (Alrehaili,2016)



b. Snapshots

Fig2


Fig1. IVR-Honeybee Gameplay (Alrehaili,2016)


Fig2
Fig2. IVR-Honeybee Gameplay (Alrehaili,2016)

1.1.2. Example: Imikode
a. Goal and Levels

"Imikode allows users the creation of a virtual world using simple OOP instructions. The instructions have been simplified to allow the learner to draw a connection between OOP statements and their natural language counterparts. For instance, a statement like “fox.run()” can be easily traceable to the natural language sentence “the fox runs”. By means of this tool, we aim to help students develop an intuition into OOP programming very early in their programming journey. We hypothesize that this will help them better grasp more advanced OOP concepts given their familiarity with the basics." (Bouali et al., 2019)

Table 3. Levels in Imikode VR

start
b. Snapshots


Figure3. Imikode Start Scene


start
Figure4. Imikode level 4

c. Download Link

You can try Imikode on your Android Device (5.5 and above), given you have access to a Cardboard headset and a bluetooth controller.
Download link: here 
You can also arrange a meeting with the course instructor, Dr. Oyelere, for a demo.

2. Augmented Reality

Augmented reality is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. Azuma defined AR as systems having the following characteristics: (1) combines real and virtual; (2) interactive in real time; and (3) registered in 3D, allowing other technologies, such as mobile technologies, monitor-based interfaces, monocular systems to overlay virtual objects on top of the real world. Today, AR application uses the camera in the mobile devices producing a live view of the real world in combination with relevant, context-appropriate information such as text, videos or pictures, among others. 
(Ramos et. al, 2018).

2.2. Existing AR Games

Table4. Overview of AR games (Teemu Laine, 2018)

Name (Year)

CC

Description

AmonPlanet  (2014)

US

Learn to solve fraction problems in an story-driven AR game guided by a believable pedagogical agent.

AR Ole Cierraojos (2017)

CO

A story-based AR pop-up book game for practicing reading comprehension.

AR Treasure Hunt (2012) 

DE, NZ

A treasure hunt quiz game for increasing energy awareness

AREEF (2016) 

DE

Learn environmental awareness with virtual animal characters in a multi-player underwater AR game.

ARmatika (2016) 

ID

Learn basic arithmetics with an AR-based math puzzle game.

ARMuseum (2013)

GR

A puzzle treasure hunt game for a museum to learn about oil production process.

Astrid’s spår (2012) 

SE

Learn about the childhood home of the children’s book author Astrid Lindgren.

Calory Battle AR (2016) 

KR

Find and defuse virtual bombs in a fast-paced location-based treasure hunt that promotes physical exercise and learning.

Conserv-AR (2016) 

AU

Increase awareness towards environmental conservation through an AR-based game.

EduPARK (2017) 

PT

A treasure hunt AR game for a smart urban park.

Electric Agents (2014) 

US

Learn vocabulary by interacting with a TV show through AR and mobile device sensors.

Eleftheria et al. (2013) 

GR

Educational AR book with game elements to learn about science.

Furio et al. (2013) 

ES

Learn about different states of water, water composition and pollution through AR minigames.

Furio et al. (2013) 

ES

Learn about multiculturalism, tolerance and solidarity by gathering food from three continents and distributing it to poor people via minigames.

Hsu (2017) 

TW

Learn English through AR games in real-life contexts (task-based and self-directed)

HUNT (2015) 

US

A treasure hunt AR game platform that could be used for education. However, no evidence of educational use was shown.

Hwang et al. (2016) 

TW

Learn about butterflies in a butterfly garden via a location-aware AR board game.

Igpaw (2016) 

PH

Learn history in a location-based AR adventure game.

Lan (2013) 

SG

Learn to be a responsible pet owner in a quiz game guided by animated 3D characters.

Leometry (2016) 

KR

Learn geometry in a story-driven AR adventure game with puzzles.

Lin et al. (2016) 

TW

A puzzle game for replicating geometric shape for children with disabilities.

Luostarinmäki Adventure (2014)

FI

Learn history at an open-air museum through encounters with virtual characters in a location-based AR adventure game.

Martinez Zarzuela et al. (2013) 

ES

Learn about different animals via an AR quiz game.

NatureAR (2017) 

FI

Provides information on and direct interaction with real-world objects utilizing mobile AR and natural objects as markers.

Parallel (2015) 

CA

Resolve a mystery using a simulator showing the true behavior of charged particles moving in electric and magnetic fields.

PasswARG (2014) 

CA

Crack a password in a treasure hunt with different types of puzzles presented by virtual characters.

REENACT (2014) 

GR, ES

Engages groups of people to learn about historical battles from the points of view of reenactors and historians using 3D, AR, and social networking features.

Secret SLQ (2012)

AU

A story-based game that guides the player through a multi-level library in a treasure hunt to solve a mystery by unlocking clues with quizzes.

Table Mystery (2013) 

NO

Mystery-adventure game about the elements of the periodic table.

Tangram AR (2012)

KR

Improves spatial reasoning skills by solving tangram puzzles in an AR game.

UniRallye (2015) 

DE

Improves navigation skills with an AR treasure hunt game.


Note that in both of the tables above, if the name of the game was not provided in the supporting publication, it is referred to by the name of its authors.
Note also that the VR games have been referenced in this page, while the AR games have their references in the Literature review where they have been investigated (first reference below).

References

Laine, T.H. Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies. Computers 20187, 19.

Monique Tabak, Miriam Cabrita, Thomas Schüler, David Hörst, René Heuven, Benjamin Kinast, and Annika Thomas. 2017. "Dinner is ready!": Virtual Reality Assisted Training for Chronic Pain Rehabilitation. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17 Extended Abstracts). ACM, New York, NY, USA, 283-289. DOI: https://doi.org/10.1145/3130859.3131331

K. Szczurowski and M. Smith, "“Woodlands” - a Virtual Reality Serious Game Supporting Learning of Practical Road Safety Skills," 2018 IEEE Games, Entertainment, Media Conference (GEM), Galway, 2018, pp. 1-9.  doi: 10.1109/GEM.2018.8516493

Roberto Andreoli, Angela Corolla, Armando Faggiano, Delfina Malandrino, Donato Pirozzi, Mirta Ranaldi, Gianluca Santangelo, and Vittorio Scarano. 2017. A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage. J. Comput. Cult. Herit. 11, 1, Article 4 (December 2017), 22 pages. DOI: https://doi.org/10.1145/3064644

Amal Alazba, Hend Al-Khalifa, and Hana AlSobayel. 2018. A Proposed Game for Promoting Physical Activities among People with Low Back Pain using Virtual Reality. In Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (PETRA '18). ACM, New York, NY, USA, 141-144. DOI: https://doi.org/10.1145/3197768.3197780

Robert Shewaga, Alvaro Uribe-Quevedo, Bill Kapralos, Kenneth Lee, and Fahad Alam. 2018. A Serious Game for Anesthesia-Based Crisis Resource Management Training. Comput. Entertain. 16, 2, Article 6 (April 2018), 16 pages. DOI: https://doi.org/10.1145/3180660

Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Annamaria D'ursi, and Valentina Fiore. 2013. A serious game model for cultural heritage. J. Comput. Cult. Herit. 5, 4, Article 17 (January 2013), 27 pages. DOI=http://dx.doi.org/10.1145/2399180.2399185

M. Bernardes, F. Barros, M. Simoes and M. Castelo-Branco, "A serious game with virtual reality for travel training with Autism Spectrum Disorder," 2015 International Conference on Virtual Rehabilitation (ICVR), Valencia, 2015, pp. 127-128. doi: 10.1109/ICVR.2015.7358609

B. Byl, M. Süncksen and M. Teistler, "A serious virtual reality game to train spatial cognition for medical ultrasound imaging," 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), Vienna, 2018, pp. 1-4. doi: 10.1109/SeGAH.2018.8401365

Mihajlovic, Z., Popovic, S., Brkic, K. et al. Multimed Tools Appl (2018) 77: 19113. https://doi.org/10.1007/s11042-017-5328-z

Master thesis, Great game though! IVR HoneyBee

L. Calvi et al., "A VR game to teach underwater sustainability while diving," 2017 Sustainable Internet and ICT for Sustainability (SustainIT), Funchal, 2017, pp. 1-4. doi: 10.23919/SustainIT.2017.8379812

Gyutae Ha, Hojun Lee, Sangho Lee, Jaekwang Cha, and Shiho Kim. 2016. A VR serious game for fire evacuation drill with synchronized tele-collaboration among users. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST '16). ACM, New York, NY, USA, 301-302. DOI: https://doi.org/10.1145/2993369.2996306

L. Chittaro and F. Buttussi, "Assessing Knowledge Retention of an Immersive Serious Game vs. a Traditional Education Method in Aviation Safety," in IEEE Transactions on Visualization and Computer Graphics, vol. 21, no. 4, pp. 529-538, 18 April 2015. doi: 10.1109/TVCG.2015.2391853

A. Vankipuram et al., "Design and Development of a Virtual Reality Simulator for Advanced Cardiac Life Support Training," in IEEE Journal of Biomedical and Health Informatics, vol. 18, no. 4, pp. 1478-1484, July 2014. doi: 10.1109/JBHI.2013.2285102

M. A. Zielke et al., "Developing Virtual Patients with VR/AR for a natural user interface in medical teaching," 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Perth, WA, 2017, pp. 1-8. doi: 10.1109/SeGAH.2017.7939285

F. M. Dinis, A. S. Guimarães, B. R. Carvalho and J. P. P. Martins, "Development of virtual reality game-based interfaces for civil engineering education," 2017 IEEE Global Engineering Education Conference (EDUCON), Athens, 2017, pp. 1195-1202. doi: 10.1109/EDUCON.2017.7943000

Je-ho Oh, Se Beom Oh, Jiwon Moon, Jung Eun Yoo, Do-hyeong Kim, Young Yim Doh, and Chung-kon Shi. 2013. Smart Icebreaker: basic design for a serious game that promotes intimacy among group members. In Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry (VRCAI '13). ACM, New York, NY, USA, 299-302. DOI: http://dx.doi.org/10.1145/2534329.2534373

M. Süncksen, H. Bendig, M. Teistler, M. Wagner, O. J. Bott and K. Dresing, "Gamification and virtual reality for teaching mobile x-ray imaging," 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), Vienna, 2018, pp. 1-7. doi: 10.1109/SeGAH.2018.8401364

M. Zikky, K. Fathoni and M. Firdaus, "Interactive Distance Media Learning Collaborative Based on Virtual Reality with Solar System Subject," 2018 19th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD), Busan, 2018, pp. 4-9. doi: 10.1109/SNPD.2018.8441031

V. Visoottiviseth, A. Phungphat, N. Puttawong, P. Chantaraumporn and J. Haga, "Lord of Secure: the Virtual Reality Game for Educating Network Security," 2018 Seventh ICT International Student Project Conference (ICT-ISPC), Nakhonpathom, 2018, pp. 1-6. doi: 10.1109/ICT-ISPC.2018.8523947

Sárkány A. et al. (2016) Maintain and Improve Mental Health by Smart Virtual Reality Serious Games. In: Serino S., Matic A., Giakoumis D., Lopez G., Cipresso P. (eds) Pervasive Computing Paradigms for Mental Health. MindCare 2015. Communications in Computer and Information Science, vol 604. Springer, Cham

J. Pirker, I. Lesjak and C. Guetl, "Maroon VR: A Room-Scale Physics Laboratory Experience," 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), Timisoara, 2017, pp. 482-484. doi: 10.1109/ICALT.2017.92

Mateus Trombetta,Patrícia Paula Bazzanello Henrique,Manoela Rogofski Brum,Eliane Lucia Colussi, Ana Carolina Bertoletti De Marchi,Rafael Rieder. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation[J]. Computer Methods and Programs in Biomedicine, 2017,151.

A. Knote, S. Edenhofer and S. V. Mammen, "Neozoa: An immersive, interactive sandbox for the study of competing," 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR), Greenville, SC, 2016, pp. 5-10. doi: 10.1109/KELVAR.2016.7563675

R. Lovreglio et al., “Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study,” Adv. Eng. Inform., 2018.

Tiago Gomes, Tiago Abade, José C. Campos, Michael Harrison, and José Luís Silva. 2014. Rapid development of first person serious games using the APEX platform: the asthma game. In Proceedings of the 29th Annual ACM Symposium on Applied Computing (SAC '14). ACM, New York, NY, USA, 169-174. DOI: https://doi.org/10.1145/2554850.2554969

Athanasios Vourvopoulos, Ana Lúcia Faria, Kushal Ponnam, and Sergi Bermudez i Badia. 2014. RehabCity: design and validation of a cognitive assessment and rehabilitation tool through gamified simulations of activities of daily living. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14). ACM, New York, NY, USA, Article 26, 8 pages. DOI: https://doi.org/10.1145/2663806.2663852

S. J. Bryan, A. Campbell and E. Mangina, "Scenic Spheres - An AR/VR Educational Game," 2018 IEEE Games, Entertainment, Media Conference (GEM), Galway, 2018, pp. 1-9. doi: 10.1109/GEM.2018.8516456

M. Shahab et al., "Social Virtual Reality Robot (V2R): A Novel Concept for Education and Rehabilitation of Children with Autism," 2017 5th RSI International Conference on Robotics and Mechatronics (ICRoM), Tehran, 2017, pp. 82-87. doi: 10.1109/ICRoM.2017.8466148

Tong X., Gromala D., Amin A., Choo A. (2016) The Design of an Immersive Mobile Virtual Reality Serious Game in Cardboard Head-Mounted Display for Pain Management. In: Serino S., Matic A., Giakoumis D., Lopez G., Cipresso P. (eds) Pervasive Computing Paradigms for Mental Health. MindCare 2015. Communications in Computer and Information Science, vol 604. Springer, Cham

Thomas Lopez, Valérie Gouranton, Florian Nouviale, and Bruno Arnaldi. 2013. The ghost in the shell paradigm for virtual agents and users in collaborative virtual environments for training. In Proceedings of the Virtual Reality International Conference: Laval Virtual (VRIC '13). ACM, New York, NY, USA, Article 8, 8 pages. DOI: https://doi.org/10.1145/2466816.2466825

K. Likitweerawong and P. Palee, "The virtual reality serious game for learning driving skills before taking practical test," 2018 International Conference on Digital Arts, Media and Technology (ICDAMT), Phayao, 2018, pp. 158-161. doi: 10.1109/ICDAMT.2018.8376515

C. S. Chin, N. B. Kamsani, X. Zhong, R. Cui and C. Yang, "Unity3D Serious Game Engine for High Fidelity Virtual Reality Training of Remotely-Operated Vehicle Pilot," 2018 10th International Conference on Modelling, Identification and Control (ICMIC), Guiyang, 2018, pp. 1-6. doi: 10.1109/ICMIC.2018.8529900

A. Dragos Bogdan Moldoveanu et al., "Virtual environments for training visually impaired for a sensory substitution device," 2017 Zooming Innovation in Consumer Electronics International Conference (ZINC), Novi Sad, 2017, pp. 26-29. doi: 10.1109/ZINC.2017.7968654

F. Chiu, "Virtual reality for learning languages based on mobile devices," 2017 16th International Conference on Information Technology Based Higher Education and Training (ITHET), Ohrid, 2017, pp. 1-3. doi: 10.1109/ITHET.2017.8067813

Mehdi Hafsia, Eric Monacelli, and Hugo Martin. 2018. Virtual Reality Simulator for Construction workers. In Proceedings of the Virtual Reality International Conference - Laval Virtual (VRIC '18). ACM, New York, NY, USA, Article 11, 7 pages. DOI: https://doi.org/10.1145/3234253.3234298

Helen V. Diez, Sara García, Andoni Mujika, Aitor Moreno, and David Oyarzun. 2016. Virtual training of fire wardens through immersive 3D environments. In Proceedings of the 21st International Conference on Web3D Technology (Web3D '16). ACM, New York, NY, USA, 43-50. DOI: https://doi.org/10.1145/2945292.2945296

N. Puttawong, V. Visoottiviseth and J. Haga, "VRFiWall virtual reality edutainment for firewall security concepts," 2017 2nd International Conference on Information Technology (INCIT), Nakhonpathom, 2017, pp. 1-6. doi: 10.1109/INCIT.2017.8257864



Última modificación: martes, 17 de marzo de 2020, 01:55