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Designing Virtual Reality
for Education
Farzana Latif
University of Sheffield, United Kingdom
Outline
• What is VR
• Educational value
• Designing VR
• Examples
• Enabling technologies
and their limitations
• Horizon
What is Virtual Reality?
A high-end user interface that involves real time simulation and interaction
through multiple sensorial channels (vision, taste, smell, touch)
Girgorie and Phillipe (2003)
Around since the 60’s
Now, more achievable
Example
combines external
devices
collaborative
Immersive
He thought there was a table thereso immersive you can forget where you are
Educational Value
• Experience the Un-Experienceable
• Historical, Scientific, Medical
• Inaccessible places
• View from a different perspective
• Orientations
• Environmental Observations
• Immersive Storytelling
• Simulated Practice
• Training to operate complex machinery Dalgarno and Lee (2010)
inside the human body
Designing for Learning
Intended Learning Outcomes
Achieved Learning Outcomes
Empathy
Reification
Identification
Conceptualisation
Construction
Dialogue
Presence
Identity
Co-Presence
Representati
onal Fidelity
Learner
Interaction
Learning
Requirement
Task
Affordances
Learning
Specification
adapted from Fowler 2014
pedagogical
benefits
technology
benefits
learning experience psychological experience
Accessible for All
Creating ‘Simple VR’ experiences.
Easier (in terms of time) to create,
inexpensive. More accessible option.
Can be created and viewed by all.
Capturing real world.
Creating advanced VR
experiences can take time, requires
expert skills (e.g. 3D modelling,
coding), costly, inaccessible.
focus
‘Reusable VR’ experiences, (e.g.
Google Expeditions)
Orientation Lab
students don’t enter the
lab until year 2
they are divided into 2
groups
time is limited, they
suffer from anxiety
offers an orientation to
lab
view entire lab, from a
different perspective
make most of contact
time, flipped resource
access to restricted
areas
unable to explore the
entire lab
Orientation - Lab
combine existing
resources
embed video and
(spatial) audio
add hotspots
Orientation - Lab
no interaction, other
than click on view
camera quality
analytics - limited
RoundME
YouVisit
- view with
cardboard
gamification,
individualised
experience
Limitations
Landscape
tasked with redesigning
landscape
access is restricted or
dangerous
saves travel time and
money
used as a point of
reference (spatial
knowledge)
see things you might
have missed
83% (n. 30) found this
useful as a site
reference
overlay images to
recreate the landscape
capture
seasons/important to
visit as many times as
possible
Landscape
Google street view
app
- view with
cardboard
smell audio seasons
Fieldwork
preparation for field trip
access to an area you
are unable to view
where should the
viewer focus
keeping the
cameraman out of shot
field trips are expensive
and difficult to organise
students can learn from
each other’s trip
students can learn from
each other
Orientation Lab
filming time (5 mins-
new Ricoh, 25 mins -
old Ricoh)
camera quality
unable to add hotspotsYouTube
Facebook Video
WondaVR/ThingLink
Kaltura
(above do not allow
editing)
Sprawly
more advanced option -
GoProVR
overlaying 3D models
Limitations
Evaluation with Students
• Pre and Post Test
• Suggestions to Improve
Experiences
• Usability and Educational
Effectiveness
• Perceived Value
Christine Youngblut (1998)
Student Work
Considerations
• Experiences are short lived
(THE, 2016)
• Ergonomics, nausea, pains,
don’t work well with glasses
• Creating truly immersive
experiences - in built
interaction needed
• Many platforms are in beta
• Quality of camera and cheap
viewers
• Cost of more expensive
headsets
• Cross platform experiences
• Too much Interaction can be
distracting
avoid recreating the real
classroom.
Fowler (2014)
Little evaluation across the
sector raises queries of
investment vs. impact
Near Future
Two Eyes
Mixed Reality
(AR and VR)
Education
and Industry
Headset
Compatibility
Useful Tools
• Creating high quality VR can take time, requires expert skills
VR Worlds (3D Social Tools)
ALTSpaceVR, vTime and
Immersion VR, Edorble
• customisation varies
• many in beta mode
Coding
Unity
WebVR
3D modelling
CoSpaces(beta
mode)
Out of the Box
Google Expeditions
Web Interface/No Coding
RoundME
Holobuilder
Sprawly.co
Vizor.io
References/Bibliography
• AltspaceVR (2017) Be there, together. Available at: http://altspacevr.com (Accessed: 15 January 2017).
• Case Western Reserve University (2016) Microsoft HoloLens lets case western reserve, Cleveland Clinic reimagine health education. Available at:
https://www.youtube.com/watch?v=M4isrqqTlQA (Accessed: 27 January 2017).
• DavidMJourno (2017) VR: A new dimension in learning? Available at: https://www.timeshighereducation.com/features/vr-new-dimension-learning (Accessed: 15
January 2017).
• Dredge, S. (2016) The complete guide to virtual reality – everything you need to get started. Available at: https://www.theguardian.com/technology/2016/nov/10/virtual-
reality-guide-headsets-apps-games-vr?CMP=share_btn_tw (Accessed: 15 January 2017).
• Flanigan, T. (no date) Fitness meets VR gaming with this badass flying machine. Available at: http://mashable.com/2017/01/12/fitness-vr-gaming-
flying/#9_pqMkNyOaq9 (Accessed: 27 January 2017).
• Foods, H. (2017) The black market - bacon virtual reality viewer. Available at: https://buy.blacklabelbacon.com/collections/merchandise/products/the-black-market-
bacon-virtual-reality-viewer (Accessed: 15 January 2017).
• Fowler, C. (2014) ‘Virtual reality and learning: Where is the pedagogy?’, British Journal of Educational Technology, 46(2), pp. 412–422. doi: 10.1111/bjet.12135.
• Kenwright, M. (2016) VTime: The VR sociable network - out now for gear VR, Oculus rift, iPhone, Google daydream, and Google cardboard. Available at:
https://vtime.net/vtime (Accessed: 15 January 2017).
• Martín-Gutiérrez, J. (2016) ‘Virtual technologies trends in education’, EURASIA Journal of Mathematics, Science and Technology Education, 13(1). doi:
10.12973/eurasia.2017.00626a.
• Maxbox VR (2017) Maxbox VR. Available at: https://www.maxboxvr.com/ (Accessed: 15 January 2017).
• Ng, A. (2016) Facebook shows how it’s gonna make virtual reality social. Available at: https://www.cnet.com/uk/news/facebook-mark-zuckerberg-shows-off-live-vr-
virtual-reality-chat-with-oculus-rift/ (Accessed: 15 January 2017).
• Tarr, M.J. and Warren, W.H. (2002) ‘Virtual reality in behavioral neuroscience and beyond’, Nature Neuroscience, 5(Supp), pp. 1089–1092. doi: 10.1038/nn948.
• Theta tools: Softwares, apps and online programs (2017) Available at: https://www.facebook.com/notes/ricoh-theta-users-on-facebook/theta-tools-softwares-apps-and-
online-programs/1711017565783099 (Accessed: 15 January 2017).
• University of Westminster academics collaborate in developing cutting-edge games for criminal law students (2016) Available at: https://www.westminster.ac.uk/news-
and-events/news/2016/university-of-westminster-academics-collaborate-in-developing-cutting-edge-games-for-criminal-law-students (Accessed: 15 January 2017).
Questions
Farzana Latif
Technology Enhanced
Learning Manager
University of Sheffield
farzana.latif@sheffield.ac.uk
@farzanalatif
tinyurl.com/VRShef

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Designing and Evaluating Virtual Reality for Learning

  • 1. Designing Virtual Reality for Education Farzana Latif University of Sheffield, United Kingdom
  • 2. Outline • What is VR • Educational value • Designing VR • Examples • Enabling technologies and their limitations • Horizon
  • 3. What is Virtual Reality? A high-end user interface that involves real time simulation and interaction through multiple sensorial channels (vision, taste, smell, touch) Girgorie and Phillipe (2003) Around since the 60’s Now, more achievable
  • 5. Immersive He thought there was a table thereso immersive you can forget where you are
  • 6. Educational Value • Experience the Un-Experienceable • Historical, Scientific, Medical • Inaccessible places • View from a different perspective • Orientations • Environmental Observations • Immersive Storytelling • Simulated Practice • Training to operate complex machinery Dalgarno and Lee (2010) inside the human body
  • 7. Designing for Learning Intended Learning Outcomes Achieved Learning Outcomes Empathy Reification Identification Conceptualisation Construction Dialogue Presence Identity Co-Presence Representati onal Fidelity Learner Interaction Learning Requirement Task Affordances Learning Specification adapted from Fowler 2014 pedagogical benefits technology benefits learning experience psychological experience
  • 8. Accessible for All Creating ‘Simple VR’ experiences. Easier (in terms of time) to create, inexpensive. More accessible option. Can be created and viewed by all. Capturing real world. Creating advanced VR experiences can take time, requires expert skills (e.g. 3D modelling, coding), costly, inaccessible. focus ‘Reusable VR’ experiences, (e.g. Google Expeditions)
  • 9. Orientation Lab students don’t enter the lab until year 2 they are divided into 2 groups time is limited, they suffer from anxiety offers an orientation to lab view entire lab, from a different perspective make most of contact time, flipped resource access to restricted areas unable to explore the entire lab
  • 10. Orientation - Lab combine existing resources embed video and (spatial) audio add hotspots
  • 11. Orientation - Lab no interaction, other than click on view camera quality analytics - limited RoundME YouVisit - view with cardboard gamification, individualised experience Limitations
  • 12. Landscape tasked with redesigning landscape access is restricted or dangerous saves travel time and money used as a point of reference (spatial knowledge) see things you might have missed 83% (n. 30) found this useful as a site reference overlay images to recreate the landscape capture seasons/important to visit as many times as possible
  • 13. Landscape Google street view app - view with cardboard smell audio seasons
  • 14. Fieldwork preparation for field trip access to an area you are unable to view where should the viewer focus keeping the cameraman out of shot field trips are expensive and difficult to organise students can learn from each other’s trip students can learn from each other
  • 15. Orientation Lab filming time (5 mins- new Ricoh, 25 mins - old Ricoh) camera quality unable to add hotspotsYouTube Facebook Video WondaVR/ThingLink Kaltura (above do not allow editing) Sprawly more advanced option - GoProVR overlaying 3D models Limitations
  • 16. Evaluation with Students • Pre and Post Test • Suggestions to Improve Experiences • Usability and Educational Effectiveness • Perceived Value Christine Youngblut (1998)
  • 18. Considerations • Experiences are short lived (THE, 2016) • Ergonomics, nausea, pains, don’t work well with glasses • Creating truly immersive experiences - in built interaction needed • Many platforms are in beta • Quality of camera and cheap viewers • Cost of more expensive headsets • Cross platform experiences • Too much Interaction can be distracting avoid recreating the real classroom. Fowler (2014) Little evaluation across the sector raises queries of investment vs. impact
  • 19. Near Future Two Eyes Mixed Reality (AR and VR) Education and Industry Headset Compatibility
  • 20. Useful Tools • Creating high quality VR can take time, requires expert skills VR Worlds (3D Social Tools) ALTSpaceVR, vTime and Immersion VR, Edorble • customisation varies • many in beta mode Coding Unity WebVR 3D modelling CoSpaces(beta mode) Out of the Box Google Expeditions Web Interface/No Coding RoundME Holobuilder Sprawly.co Vizor.io
  • 21. References/Bibliography • AltspaceVR (2017) Be there, together. Available at: http://altspacevr.com (Accessed: 15 January 2017). • Case Western Reserve University (2016) Microsoft HoloLens lets case western reserve, Cleveland Clinic reimagine health education. Available at: https://www.youtube.com/watch?v=M4isrqqTlQA (Accessed: 27 January 2017). • DavidMJourno (2017) VR: A new dimension in learning? Available at: https://www.timeshighereducation.com/features/vr-new-dimension-learning (Accessed: 15 January 2017). • Dredge, S. (2016) The complete guide to virtual reality – everything you need to get started. Available at: https://www.theguardian.com/technology/2016/nov/10/virtual- reality-guide-headsets-apps-games-vr?CMP=share_btn_tw (Accessed: 15 January 2017). • Flanigan, T. (no date) Fitness meets VR gaming with this badass flying machine. Available at: http://mashable.com/2017/01/12/fitness-vr-gaming- flying/#9_pqMkNyOaq9 (Accessed: 27 January 2017). • Foods, H. (2017) The black market - bacon virtual reality viewer. Available at: https://buy.blacklabelbacon.com/collections/merchandise/products/the-black-market- bacon-virtual-reality-viewer (Accessed: 15 January 2017). • Fowler, C. (2014) ‘Virtual reality and learning: Where is the pedagogy?’, British Journal of Educational Technology, 46(2), pp. 412–422. doi: 10.1111/bjet.12135. • Kenwright, M. (2016) VTime: The VR sociable network - out now for gear VR, Oculus rift, iPhone, Google daydream, and Google cardboard. Available at: https://vtime.net/vtime (Accessed: 15 January 2017). • Martín-Gutiérrez, J. (2016) ‘Virtual technologies trends in education’, EURASIA Journal of Mathematics, Science and Technology Education, 13(1). doi: 10.12973/eurasia.2017.00626a. • Maxbox VR (2017) Maxbox VR. Available at: https://www.maxboxvr.com/ (Accessed: 15 January 2017). • Ng, A. (2016) Facebook shows how it’s gonna make virtual reality social. Available at: https://www.cnet.com/uk/news/facebook-mark-zuckerberg-shows-off-live-vr- virtual-reality-chat-with-oculus-rift/ (Accessed: 15 January 2017). • Tarr, M.J. and Warren, W.H. (2002) ‘Virtual reality in behavioral neuroscience and beyond’, Nature Neuroscience, 5(Supp), pp. 1089–1092. doi: 10.1038/nn948. • Theta tools: Softwares, apps and online programs (2017) Available at: https://www.facebook.com/notes/ricoh-theta-users-on-facebook/theta-tools-softwares-apps-and- online-programs/1711017565783099 (Accessed: 15 January 2017). • University of Westminster academics collaborate in developing cutting-edge games for criminal law students (2016) Available at: https://www.westminster.ac.uk/news- and-events/news/2016/university-of-westminster-academics-collaborate-in-developing-cutting-edge-games-for-criminal-law-students (Accessed: 15 January 2017).
  • 22. Questions Farzana Latif Technology Enhanced Learning Manager University of Sheffield farzana.latif@sheffield.ac.uk @farzanalatif tinyurl.com/VRShef

Editor's Notes

  1. My name is Farzana Latif and my role if Technology Enhanced Learning Manager at the University of Sheffield.
  2. Many of you will aware of what Virtual Reality is. Girgorie and Phillipe describe it as a real time simulation which allows integration through different sensorial channels. VR is defiantly not a new phenomom, it has been around since the 1960s. Arguably over the last 20 years becoming a more achievable option and thanks to powerful mobile devices, with the supplement of a google cardboard and some headphones most of us can experience VR with technology we already have. In Virtual Reality you are completely immersed in a digital environment. This is different to Augmented Reality where digital media is imposed on the world around you. This is shown on this mixed reality continuum. I think its important to make this distinction as in some of the literature I have read the two terms sometime get merged.
  3. Looking at some modern examples, we can see how some of the more high end virtual reality combine external devices and enable collaboration. The first picture shows someone experiencing a VR fitness game. Supported by the machines that she is standing on, she feels like she is flying and she is improving her fitness levels at the same time. The next image. The two learners can explore and interact with this 3D model together. (Case Western Reserve, Cleveland Clinic). http://mashable.com/2017/01/12/fitness-vr-gaming-flying/#9_pqMkNyOaq9 https://www.youtube.com/watch?v=M4isrqqTlQA
  4. VR can be an extremely immersive expereience, Ronnie O’ Suullival - world snooker champion trying VR snooker, shows just how immersive it can be as he plays VR snooker. The experience is so real that he forgets he is in a Virtual World. https://www.youtube.com/watch?v=OMceVbo3Tm4
  5. This model is developed by Fowler and is focused on designing 3D Virtual Learning Environments and is derived from the work of others. outlines the importance of learning values left hand side helps us think about the pedagogical benefits these map onto the learning and psychological immersive experiences the right hand side focuses on what the technology itself can offer and enables us to think about how we can achieve this. Representational fidelity - how realistic the scene is, not just how real. One risk with high-fidelity 3-D VLEs is that they will be used to create virtual classrooms that “feel” and look like real classrooms but lose the opportunity to create pedagogically new and innovative learning environments.
  6. A number of out of the box VR solutions exist, examples include Google expeditions, which allows you to be immersed in places all over the world and some educators are sharing the VR experiences, the University of Liverpool in the UK have created VR simulations that take you inside the human body. But the problem with using tools like this is that they aresn’t necessarily going to be aligned to your educational scenario. On the other hand to create some of the experiences I have showed so far, takes a lot of skills and require high cost devices. So its not always achievable for everyone. As I mentioned I am going to focus on ‘simple’ VR experiences. To create our VR experience we will be relying on a 360 camera and web based software to edit and share them. These experiences can be viewed with higher end smart phones (that have a gyroscope and now what direction you are looking) and the relatively cheap Google cardboard. There are many camera, how do they compare: http://www.vrjournalism.io/2016/11/01/360-shootout-camera-comparison/ If you can’t get access to a 360 camera, try Google Cardboard Camera on your mobile, it stiches photos together Google cardboard viewers Going to focus on creating simpler experiences, that offer pedagogic value and will outline tools that can be used to create these experiences. Image Attributes: HTC Vive Google Cardboard Ricoh Theta
  7. This first example provides an orientation to a Chemistry Lab. In their Degree in Chemistry students do not actually enter a lab until the 2nd year. Its a very large space and when they do they often feel anxious about the experience. This VR experience was created
  8. https://www.google.co.uk/maps/@53.4069626,-1.5617735,3a,75y,340.05h,90t/data=!3m11!1e1!3m9!1s-TmKlO6Tsl0A%2FWG5fL8_aJvI%2FAAAAAAAAARc%2FfPgSlxCA96I8sGEaRAnCLf8oi_l_zPypwCLIB!2e4!3e11!6s%2F%2Flh3.googleusercontent.com%2F-TmKlO6Tsl0A%2FWG5fL8_aJvI%2FAAAAAAAAARc%2FfPgSlxCA96I8sGEaRAnCLf8oi_l_zPypwCLIB%2Fw203-h100-k-no-pi0-ya347.7924-ro-0-fo100%2F!7i5376!8i2688!9m2!1b1!2i34!6m1!1e1
  9. field trip experiences are expensive and difficult to organise most value when there provide access to those unable to attend
  10. https://www.kickstarter.com/projects/244975696/twoeyes-vr-360-camera?ref=popular https://www.kickstarter.com/projects/713418541/zapbox-experience-mixed-reality-for-just-30?ref=nav_search http://finance.yahoo.com/news/scholars-policy-specialists-entrepreneurs-convene-124700097.html https://www.gvra.com/
  11. Boinx Software <— brings in 360 video http://edorble.com/ focusing on cameras and experiencing real environments in an educational context low cost things that work with smart phones