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