Transforming Education with Virtual Reality (eBook)

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2024 | 1. Auflage
432 Seiten
Wiley (Verlag)
978-1-394-20047-4 (ISBN)

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TRANSFORMING EDUCATION WITH VIRTUAL REALITY

The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses.

Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling.

This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse.

Readers will find in this book:

  • a description of the relationship between virtual reality and student behavior;
  • a review of VR-enabled tools and techniques for an immersive environment;
  • a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption;
  • an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education;
  • a look at the future of learning in the context of VR;
  • a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential;
  • a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching;
  • an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers;
  • a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD).

Audience

The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.

Reena Malik is an assistant professor at the Chitkara Business School at Shitkara University in Punjab, India. She has a PhD in marketing management and a degree in commerce and management. She has published three books, various research papers, and book chapters. She has been teaching for the last ten years and actively works in research areas like consumer behavior, brand management, and customer satisfaction.

Ambus Sharma is an assistant professor at Ballabh Pant Social Science Institute, Allahabad, India. He received his PhD in management and business administration sciences from Szent Istvan University, Hungary. His research areas include diversity management, human resources practices, and disability studies. He has published multiple research articles in international journals.

Prashant Chaudhary is an associate professor with Dr. Vishwanath Karad at the MIT World Peace University, Pune as well as an associate professor at the School of Management. He has authored two books and won various awards including the Innovative Educator Award.


TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD). Audience The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.

1
A Novel Adaptive Framework for Immersive Learning Using VR in Education


Sudharson D.1*, Reena Malik2, Rithish Ramamoorthy Sathya1, Vaishali V.1, Balavedhaa S.1 and Gautham S.1

1Kumaraguru College of Technology, Coimbatore, India

2Chitkara Business School, Chitkara University, Punjab, India

Abstract


Virtual reality, also known as VR, is a simulated 3D environment that allows users to interact and experience an immersive feeling through the virtual world. The existing virtual reality techniques have many complications and calibration issues that make it unfriendly for educational purposes. This chapter proposes a remedial method for the drawbacks and hinderances of the existing techniques using an adaptive learning framework. This approach aims at creating a virtual reality system with changes in the existing software controls. The methodology enhances student learning methods through a virtual reality kit that includes a lightweight head-mounted display (HMD) and a reprogrammable base system that caters to every learner according to their capability. It is important to make sure that the users, be they students or professors, do not use the VR system for a long time. It is not necessary to have full-time learning through virtual reality as only a few concepts in the syllabus require 3D explanations. It should be kept in such a way that technology increases interest in and engagement towards a subject without affecting the minds and health of users.

Keywords: Virtual reality, adaptive learning, immersive classrooms, voice commands, student progressive report, 3D environment, virtual reality kit, student engagement

1.1 Introduction


Virtual reality is an artificial immersive technology with three-dimensional environment which can be explored and experienced by users. The computer-generated environment has graphical scenes and objects that appear to be like real-life scenarios. Virtual reality simulations are of three main types—non-immersive, fully immersive and semi-immersive [14]. Non-immersive virtual technology, which relies on input devices and computer consoles, allows users to remain conscious of their physical environment. Fully immersive virtual reality provides users with the most lifelike simulation experience along with vision and sound. Users need proper VR glasses for the best experience. The head-mounted display (HMD) offers high-resolution content while the display produces a stereoscopic 3D effect and integrates with input tracking to develop an immersive sensation. In semi-immersive VR, users can experience a partially virtual environment that enables them to explore the imaginary world while also allowing them to be aware of their local surroundings. This type of VR is usually employed for education or training that partially resembles real-world mechanics. In addition to that, different people from various locations can come into contact within a single virtual environment with a technique called collaborative virtual reality. Here they can interact with each other by means of microphones, headsets and chatting. Lately, people are getting used to virtual meetings and competitions remotely. The future of virtual meetings has been enhanced by collaborative VR.

The use of information and communication technologies in education can be extremely important in providing instructors, students, and the learning processes with new and innovative forms of support for adaptive learning [7]. Compared to other industries, the area of education adjusts to change more slowly, yet it invariably undergoes transformation to accommodate changes. A very promising use case for virtual reality is the education sector [15]. Virtual reality can expand educational opportunities beyond face-to-face learning to new locations and demographics. It gives access to immersive environments, which can help learners overcome the drawbacks of the current remote and online learning practices. Virtual reality can have an impact on education in more ways than just increasing motivation and participation. With immersive VR, students may move around and interact while also having access to a variety of viewpoints and perspectives on things and scenes. It is proven that virtual reality can offer different immersive learning techniques with a significant amount of student-teacher interaction.

The current virtual reality techniques are functional in service, but do not seem to be cost effective. It is not economical to set up a separate room space for everyone with proper calibration and several external sensors along with an omnidirectional treadmill. One of the major drawbacks of using virtual reality systems is that long-term usage might lead to physical issues in the body like eye strain and dizziness. It is crucial to consider the technology’s limits when trying to maintain immersion. Visuals on low resolution displays may appear fuzzy and out of focus. Complex visual settings can result in visual distortions that can cause nausea.

Technology has already involved itself in the education sector in many ways. Almost all schools and colleges provide students with projector-based learning that allows the teacher to use a multimodal form of teaching and to interact with students better [12]. Online learning classes via the internet were a great breakthrough during the COVID-19 global pandemic, which helped to manage and keep up with day-to-day classes. A few institutions over the globe use immersive classrooms that are unique learning spaces where the walls and floors are projected with a 360° scene of the virtual world. This interactive virtual reality experience is free of headsets with multi-sensory effects like touch, smell, and sound. Cave (cave automatic virtual environment) technology, an advanced version of projector-based learning, involves students in a more immersive way. It is a video theater with rear-projection screens where students use 3D glasses to see the graphics created inside.

Virtual reality (VR) technology comes with certain devices like HMDs (head-mounted displays) and haptic sensors, which provide an immersive experience. Visual display of virtual reality technology is done with the help of these head-mounted devices [2]. HMDs have small display optics on one or each eye, integrated into eyeglasses or mounted on a helmet. They are of two types—wired and wireless. To enhance the user experience and provide the sense of touch along with vision, haptic gloves are used, which are wearable gloves that simulate tactile sensations of virtual objects. They are used for kinesthetic communication where the sense of touch is added to the visual interfaces. Some companies are also providing haptic suits along with gloves. There are multi-sensory devices which stimulate other senses and generate tactile feedback. To navigate and control inside the virtual environment, hand-used controllers like touchpads, joysticks or thumbsticks are used.

At the beginning stages of development, VR technology included many external sensors that were connected to a central PC through wires. Additionally, they had to be calibrated each time the VR was activated in a different space. They then evolved into a wireless mode with the involvement of artificial intelligence. The help of machine learning algorithms has increased the potential of VR technology to a next level. There are posture tracking systems with a set of sensors and controllers that are used to track hands and legs with respect to the head configuration.

In gaming and other sectors, an omnidirectional treadmill (ODT) is used to make the technology more interactive. It is similar to a regular treadmill, but enables the user to locomote in any direction, allowing a 360° movement. They often come along with a few external sensors which help in locating and detecting the user’s body position and movement. An adaptive learning approach using VR was proposed in which sensors are used to detect user’s emotions and get sensory feedback based on dialogue patterns, body language, facial expressions, and haptic pressure. Sometimes, the system is integrated with wireless joysticks that allow users to navigate and interact in the virtual world.

1.2 The Two Perceptive Elements


Immersion in virtual reality refers to the insight of being physically present in a non-physical environment and interacting with the world of imagination and exploration. It is a feeling of involvement of the user in a simulated environment. By simulating human senses like vision, hearing and touch, an immersive experience can be given to the user. Immersion is of three main categories—tactical, narrative and strategic. Interaction is the term used to describe how a person and a virtual scene interact naturally. With the help of input devices, it allows users to feel a sense of being in the real environment [5]. Utilizing the multi-dimensional perception data offered by VR scenes, imagination is the process of acquiring feelings that are both similar to and distinct from those found in the real world.

1.2.1 Interactivity


When discussing virtual reality, interactivity refers to the specific connections made between the users and the digital model. It suggests that the user might take part in the information transfer process facilitated by the computer. Therefore, a medium is interactive if it enables the user to modify the form or content of communication. There are various levels of interaction: the lowest allows the user to do nothing more than select information; the intermediate allows the user to add content; and the highest causes...

Erscheint lt. Verlag 30.1.2024
Sprache englisch
Themenwelt Sozialwissenschaften Pädagogik Allgemeines / Lexika
Schlagworte Artificial Intelligence • Bildungswesen • Computer Science • Education • Informatik • Künstliche Intelligenz
ISBN-10 1-394-20047-1 / 1394200471
ISBN-13 978-1-394-20047-4 / 9781394200474
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