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Virtual Reality's Technologies Use in E-Learning: December 2009

This document summarizes a conference paper about using virtual and augmented reality technologies in e-learning. It discusses how e-learning has evolved from using learning management systems to incorporating mobile, TV-based, and now VR/AR-based learning. The paper aims to analyze and classify different VR/AR solutions that are used for training. It describes how VR/AR can create an immersive virtual environment for learning that replaces traditional computer-based training.
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0% found this document useful (0 votes)
43 views7 pages

Virtual Reality's Technologies Use in E-Learning: December 2009

This document summarizes a conference paper about using virtual and augmented reality technologies in e-learning. It discusses how e-learning has evolved from using learning management systems to incorporating mobile, TV-based, and now VR/AR-based learning. The paper aims to analyze and classify different VR/AR solutions that are used for training. It describes how VR/AR can create an immersive virtual environment for learning that replaces traditional computer-based training.
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© © All Rights Reserved
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Virtual Reality's Technologies Use In E-


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Virtual Reality's Technologies Use in E-learning


ARNIS CIRULIS
Latvia University of Agriculture
2 Liela Street, Jelgava LV-3001
LATVIA
[email protected] http://www.llu.lv

KRISTAPS BRIGMANIS, EGILS GINTERS


Sociotechnical Systems Engineering Institute
Vidzeme University of Applied Sciences
4 Cesu Street, Valmiera LV-4200
LATVIA
{kristaps.brigmanis, egils.ginters }@va.lv http://www.va.lv

Abstract: - Nowadays it is getting more and more evident that educational and training institutions use
different e-learning solutions. Various technologies and approaches are combined for creation of these
solutions including learning management systems (LMS) and benefits provided by m-learning and tv-learning,
and new training methodologies. Nevertheless, usages of virtual and augmented reality’s (VR/AR)
technologies are not so widespread, for all that usage of these technologies increase training effectiveness.
The aim of this paper is to give comparative analysis of VR/AR solutions, which are used in e-learning, to
clarify advantages and disadvantages.

Key-Words: - E-learning, virtual and augmented reality (VR/AR), immersive environment, VR/AR
classification, VR/AR authoring tools.

1 Introduction Unfortunately due to lack of standards,


The fundamental role of education for successful compatibility problems and expensiveness VR/AR
development of country, have never been under solutions are rare used as a part of e-learning
question. Frequent economical and structural process. The aim of this paper is to summarize latest
reforms and technological changes regularly remind VR/AR solutions which are used for training and
the importance of learning in all levels of classify them. Sociotechnical Systems Engineering
educational system. Considerable changes appeared Institute looks forward and works on new e-learning
when first LMS appeared in schools, unfortunately technology respecting individuality of trainee [1].
offer with these solutions was pure and expensive,
although the functionality was satisfying. Big push Integral part of this technology will be VR/AR
in usage of LMS turned up thanks to rapid growth environment - portable and mobile system, which
and development of open source projects. Thanks to can be used in any classroom, auditorium, working
this turning-point in software development, e- place and home, replacing computer monitor,
learning got other shape in schools, improving keyboard and mouse with more modern, interactive
traditional computer based training with interactive and immersive input/output devices.
course materials, variety of assignments and
assessments, surveys, chats, forums, collaboration
tools, videoconferencing and other possibilities. 2 E-learning structural model
Still today e-learning is a term which is commonly
Over the years some new functionality have used, but does not have a universally accepted
appeared as mobile and wireless technologies (m- definition, but it can be considered as technology-
learning) and digital television’s provided enhanced learning, where all types of digital
possibilities for interactive study materials technologies are used to support the learning
management (tv-learning). New options for training process [2].
process acceleration are offered by VR/AR
technologies.

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The architecture of e-learning system (see Figure 1)


can be described as A = ( L, F ) , where: The first step in modern e-learning development
was LMS deployment on the Internet, which was
L – logical structure (rules, algorithms, methods, typical for beginning of XXI century. Imaging on
approaches, instructions, directives etc.) – the the screen the information stored in databases
essence of the e-learning system; replaced reading the lectures and training books.
Sometimes the material was supplemented with
F – physical structure (software, hardware (data audio and video clips improving perceptibility of
processing and visualization equipment, the information (see Figure 2).
communication subsystem, measurement and
control equipment)) – the environment for (L) Development of mobile and wireless technologies
deployment. allowed mobile phone and PDA use in training
processes. Unfortunately, visualisation of complete
training material was problematic due to limited
screen size, but knowledge refreshing and some new
skills development were possible.

Such a process can be considered as m-training. At


this step was evident that simple change the books
to databases does not enough, but amount of
readable information must be reduced and training
methodologies must be improved.

Fig.1. E-learning structural model

Fig.2. Training technologies development [3]

Technology changes in some industries were very regime. Especially interesting were forms of
rapid. New terms appeared which explanation combined e-learning/m-training/m-consultation.
sometimes was critical for employee, for example in
Intelligent Transportation Systems area. Using Nowadays VR/AR tools open new possibilities for
advantages provided by GSM (TDMA) mobile training technologies development. Now it is
cellular network solutions GSM/HSCSD/GPRS/ possible that in some branches long-time studies can
EDGE was possible to organize on-line be reduced giving to employee only general
communications with an applicant in m-consultation knowledge about the class of objects. If the
implementation of special operations is necessary,

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then wearable computers combined with VR/AR


tools and operating in wireless and/or UMTS
(CDMA) network can be used.

During the work session, the employee can receive


on-line step-by-step instructions how to implement
given operation. It means that employee often
develop their skills and learn during real m-Work
session (see Figure 2).

Nowadays VR/AR tools became an integral part of


advanced e-learning systems architecture (see
Figure 1). It means that (VR / AR ) ∈ ( A) , but the
platforms would be various and heterogeneous.

3 Multiformity of VR technologies
Potential of VR/AR technologies is huge; there are
lots of ways how person can interact with virtual
environment. These categories of interaction,
although implemented in widely different ways and
perceived by different senses, still incorporate most
of the basic features of VR/AR: interaction,
immersion, group work and scenario.

As definition of VR states that physical immersion


and highly interactive simulations are key
components of the medium. Thus, the physical
structure (F) of VR system involves hardware
devices that monitor the user in order to provide the
user information necessary to make a display Fig.3. Variety of VR/AR input devices
physically immersive [4].

To provide interactivity there are many possibilities These hardware devices present information to one
of input devices (see Fig.3) for users real time or more of the user’s senses through the human
monitoring. perceptual system (visual, auditory, haptic and
vestibular) [4, 5] (see Fig.4).
There are active devices, which allow for the user to
tell the system what they want and passive input To control all these input/output components in
devices, which track at least some part of user’s VR/AR system and interact with the e-learning
body. management system, special software is required.
This includes rendering, modelling, sampling,
Different combinations of input devices are hardware drivers.
available and they must support monitoring process
of user, which is continuous tracking of both user There are also special software tools or libraries in
movements and user-initiated actions, such as VR/AR systems required for importing CAD
pressing a button or issuing voice command to the models, behaviour programming, scenarios
system [4, 5, and 6]. composition, placement of three dimensional (3D)
models, creation of menus and publishing.
To support next key feature of VR/AR system there
is a need also for output devices, which prescribe Fortunately new software platforms are developed,
how user perceives the environment. called VR/AR authoring platforms, which include

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mentioned features, providing easer creation of different authoring tools, like Virtools, EON
VR/AR world. Reality, VR4MAX, WorldViz, VDT and PTC, and
different sets of input/output devices.

According to aggregated results (see Tab. 1)


important criteria arises from the discipline where
VR/AR system is used.

Nr Criteria Explanation (example)


1. Discipline Professions and applied sciences
2. Methodology Tasks, assignments, guides
3. Participants Active users (one, two, several)
4. Mobility Participants movements’ freedom
5. Safety Nausea, simulator sickness
6. Software Features and functionalities
7. Hardware Sets of input/output devices
8. Performance Usage of CPU, RAM, network
9. Portability Accessibility, location/displacement
10. Environment Open space, closed room
11. Mode Real time, virtual simulation
12. Immersion High, middle, low
13. Objects Graphics, size, count, complexity
14. Senses Visual, auditory, haptic
15. Dimensions 2D, 3D, 6DoF
Standards, software modules,
16. Compatibility libraries. Hardware interfaces,
drivers. Rendering plug-ins

Table 1. List of VR/AR systems physical


Fig.4. Variety of VR/AR output devices
architecture’s criteria

Different fields have varied demands. For example,


Nevertheless such platforms provide also new
medical training [7], military training [8], rescue
possibilities, like content reusability, storyboarding,
crew training [9], car industry [10]. Also many
modular training procedures and new features
industrial training solutions for operating ships’
programming.
cranes [11], transformers’ repair and maintenance
[12], assembly of different products [13] and others.
To find interconnections among all components it is
important to determine the logical structure (L) Such criteria like participants or active users, which
which prescribes the physical structure (F). To do are involved in training process:
this we can start with identifying the set of criteria
for evaluation of VR/AR systems. To reduce a • One participant interacting with learning
scope, there will be examined only VR/AR systems system (turbine assembly, transformer’s
which are used for training of different repair [10,12];
technological processes control. • Two participants, where usually one is
trainee and the other is instructor. They both
can interact with system and with each
4 VR learning solutions classification other (operating ship’s double cranes [11]);
VR/AR systems which are used for learning differ • Several participants, this includes group
in various ways, in what field it is used, complexity work or collaboration. Also instructor can
of study scenarios, technical realization, etc. be one of the participants (rescue crew [9]).

Accordingly it is possible to make classification An important criterion (see Tab. 1.) is software used
using following criteria, which were generalized for creation and exploitation the VR/AR system. It
analyzing twenty VR/AR systems created with includes modularity, support of various CAD

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formats, objects behavioural description, executed, one after the other, using a complex
composition of scenarios, virtual environment’s prioritizing scheme: first the priority of the objects
description and application’s compatibility with is considered, and then the ones of the scripts
hardware, possibility to create and add new plug-ins attached to the objects, then the behaviour units and
and use third part libraries. graphs inside the scripts [14, 15]. This is rough
scheme and deeper logical schemes’ classification
Correct choice of input/output devices is also will be done in future.
difficult task, so it is crucial to analyze the
application’s goals and its underlying operations
and tasks to obtain direction in choosing an 5 Common tendencies of VR systems
appropriate device set. After analyzing VR/AR technologies usage in
learning environments, it is possible to distinguish
Other criteria will not be outlined in this paper, but several tendencies of system development.
certainly will be used for further classification and
research. Data display and output technologies are used to
maximally effectively virtual objects draw nearer
real world’s objects. There are good result for visual
and auditory senses, but haptic and kinematics
technologies meat different limitations and
difficulties and still lot of research must be done to
improve these technologies.

Data input technologies provide more and more


immersive solutions like data gloves and pinch
gloves. There were lots of motion tracking
possibilities which works quite well and choice
depends on field of participant’s movement.
Nevertheless latest motion capturing technologies
try to analyze smallest movement of some body
part, for example, movement of eyes to identify the
Fig. 5. Rough logical structure direction of sight more precisely than using head
tracking systems.
Interesting that neither in hardware, not in software
part does not appear main system (computer, server) Regarding to software, it is developed in such
which control whole process. That is because it is manner, that it could be used by specialists, who
more appropriate not to comprehend it as physical have no programming skills, but anyway it is useful
to understand at least principles of object oriented
device, but rather a logical structure (L), which
programming. Observing authoring tools, they have
determines rules and algorithms for VR/AR
tendency to use modularity to support system’s
system’s creators, as well as methods, approaches
many needs. The priority is given to more universal
and instructions how components of physical
tools, rather then specific, thereby it can be used to
structure are controlled (see. Fig.5).
develop solutions with different aims. If something
can not be provided, it is always possibility that
Necessary methods, approaches and algorithms are
modern VR/AR authoring tools support their own
integrated in plug-ins and libraries developed
application programming interface (API) or
usually by C++ programming language.
software development kit (SDK) useable for new
components designing. Also frequent CAD formats
Control of logical components in VR/AR system
can be supported and wide set of VR/AR devices
mostly is realized by scheduling and prioritizing.
which are available on market can be used.
For example, Virtools [14] authoring platform does
not leave to the operating system the decision of
Still tendency of using complex all-in-one platforms
what amount of CPU to assign to each algorithmic
keep exist, such solutions (hardware, software) are
element. Real real-time operating systems do not
usually delivered by one provider. Of course more
exist and this way its engine precisely controls its
privileges have such platforms which are not fully
own time. It means that all the active behaviours are

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ISSN: 1790-5117 153 ISBN: 978-960-474-143-4

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