Virtual Reality (VR) for Early Education: A Study

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1 Virtual Reality (VR) for Early Education: A Study FABOLA, Adeola and MILLER, Alan Open Virtual Worlds Group School of Computer Science University of St Andrews

2 Background The St Andrews Cathedral

3 Background Reconstruction Based on evidence and factual data.

4 Background Reconstruction Facilitated by Collaborations.

5 Background Deployment and Learning

6 Related Work VR for Learning Visualising the past Experiential learning Collaborative learning

7 Motivation Potential Value of VR Why? To investigate the potential value of Virtual Reality (VR) for learning. To perform a comparative analysis of selected VR systems.

8 Features of VR Systems Used System Cost Processing Power RW Mobility VW Mobility Google Cardboard Low Low High Static Samsung Gear VR Medium Medium High Static Oculus Rift + Xbox Controller High High Low Dynamic Screen + Xbox Controller High High Low Dynamic

9 Platforms and Content Used System Development Platform Running Platform Content Google Cardboard Android OpenGL Mobile Photosphere tour Samsung Gear VR Unity 3D Mobile Photosphere tour Oculus Rift + Xbox Controller OpenSim PC 3D Model Screen + Xbox Controller OpenSim PC 3D Model

10 Nature of Activities Performed System Task Activity Freedom Google Cardboard Structured Guided tour Low Samsung Gear VR Structured Guided tour Low Oculus Rift + Xbox Controller Unstructured Free-form exploration Hi9h Screen + Xbox Controller Unstructured Free-form exploration High

11 Approach Natural Classroom Setting How? Task-driven activities. Natural (classroom) setting. Subjects Secondary school pupils aged 10-12

12 Observations and interviews Likert-scale and Free-form questionnaires Data Collection Experience Questionnaire Item 1 (Easy to use) - I think that this system is easy to use Item 2 (Would recommend) - I would recommend this system for learning history Item 3 (Changed perception) - This system has changed how I think about the Cathedral Item 4 (Stimulated interest) - I am now more interested in learning about local history Item 5 (Immersion) - I felt like I was there in the virtual environment Background Information Questionnaire Background Information 1 - How good are your English skills? Background Information 2 - How good are your IT skills? Background Information 3 - How interested are you in History? Background Information 4 - Do you have previous experience with Virtual Reality (VR)? Background Information 5 - Do you have previous experience with VR Headsets? Simplicity is the ultimate sophistication Leonardo Da Vinci

13 Data Analysis The Best of Both Worlds Qualitative Data Word frequency analysis Tag clouds Observations and interviews Quantitative Data Analysis of Variance (ANOVA) Two sample t-test Correlation analysis

14 VR is Fun and Interesting Position Word Percentage Category 1 Fun Positive 2 Interesting 9.03 Positive 3 Cool 7.84 Positive 4 Amazing 5.46 Positive 5 Good 4.04 Positive 6 Realistic 3.09 Positive 7 Awesome 2.38 Positive 7 Exciting 2.38 Positive 9 Educational 2.14 Positive 10 Real 1.90 Positive 10 Weird 1.90 Negative 10 Different 1.90 Neutral

15 VR is Fun and Interesting and More 5.00 Mean values for each Item across the system set-ups Easy to use Would recommend Changed perception Stimulated interest Immersion Samsung Gear VR Google Cardboard Oculus Rift and Xbox Controller Screen and Xbox Controller

16 Comparative Analysis Hypothesis H 1 : The mobile headset-based set-up will stimulate more interest in learning history than the screen-based set-up. H 2 : The mobile headset-based set-up will provide more immersion than the screen-based set-up. H 3 : Virtual Reality is easy to use regardless of prior experience. Test Item 4: ANOVA, Two-sample t-test. Item 5: ANOVA, Two-sample t-test. Background Item 4, Item 1: Correlation.

17 Difference in Interest Stimulated in Learning History? Young pupils' interest in learning history was stimulated by mobile headsets more than screenbased virtual reality systems. H 1 Confirmed.

18 Difference in Immersion Levels? No statistically-significant difference was observed in the immersion levels provided by the mobile headsets and the screen-based virtual reality systems. H 2 Not Confirmed. Wait, that actually makes sense.

19 Relationship between Prior Experience and Ease of Use? Young pupils found virtual reality systems easy to use for learning regardless of prior experience. H 3 Confirmed Mean values for each Item across the system set-ups Easy to use Would recommend Changed perception Stimulated interest Immersion Samsung Gear VR Google Cardboard Oculus Rift and Xbox Controller Screen and Xbox Controller

20 Observations and comments Shape and size Like a big, massive cinema screen Visual and audio cues Nice shadows I hear people but I don't see them Interaction It's a shame you can't walk about yourself Other aspects I like this world better than the world we are in This virtual life is really confusing

21 Conclusion Virtual reality is effective for heritage learning. It can: Stimulate interest. Enhance understanding. Future Work Onsite mobile exploration. Social experiences.

22 Thank you Adeola Fabola: Alan Miller: Open Virtual Worlds Group: School of Computer Science: University of St Andrews:

23 Sources 1. Kennedy, S., Fawcett, R., Miller, A., Dow, L., Sweetman, R., Field, A., Campbell, A., Oliver, I., McCaffery, J., and Allison, C. Exploring canons & cathedrals with Open Virtual Worlds: The recreation of St Andrews Cathedral, St Andrews day, 1318" 2013 Digit. Herit. Int. Congr., pp , Oct Fabola, A. Miller and Fawcett, R. Exploring the past with Google Cardboard" 2015 Digital Heritage International Congress Milgram, P., Takemura, H., Utsumi, A., and Kishino, F. Augmented Reality: A class of displays on the reality-virtuality continuum" Syst. Res., vol. 2351, no. Tele-manipulator and Telepresence Technologies, pp , Bricken, M. Virtual reality learning environments: potentials and challenges," ACM SIGGRAPH Comput. Graph., vol. 25, no. 3, pp , Mikropoulos, T. A., and Natsis, A. Educational virtual environments: A ten-year review of empirical research ( )," Comput. Educ., vol. 56, no. 3, pp , Pan, Z. et al. Virtual reality and mixed reality for virtual learning environments," Comput. Graph., vol. 30, no. 1, pp , Jacobson, J. Ancient architecture in virtual reality; does visual immersion really aid learning?" Ph.D. dissertation, University of Pittsburgh, McCaffery, J., Miller, A., and Allison, C. Extending the use of virtual worlds as an educational platform - network island: An advanced learning environment for teaching internet routing algorithms" in CSEDU (1), pp , Perera, I. et al. Towards successful 3D virtul learning - a case study on teaching human computer interaction" in International Conference for Internet Technology and Secured Transaction (ICITST), pp. 1-6, Monahan, T., McArdle, G., and Bertolotto, M. Virtual reality for collaborative e-learning," Comput. Educ., vol. 50, no. 4, pp , Davies, C., Miller, A., and Allison, C. Mobile Cross Reality for cultural heritage" in Proc. Digit Fed. 19th Intl VSMM, 10th Eurographics GCH, 2nd UNESCO Mem. World Conf. Plus Spec. Sess. From CAA, Arqueol. 2.0 al., vol. 1, pp , Haugstvedt, A. C., and Krogstie, J. Mobile augmented reality for cultural heritage: A technology acceptance study" in IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp , Coenen, T., Mostmans, L., and Naessens, K. MuseUs: Case Study of a Pervasive Cultural Heritage Serious Game" in Journal of Computing and Cultural Heritage (JOCCH), pp. 8:1-8:19, Getchell, K., Oliver, I., Miller, A., andallison, C. Metaverses asa platform for game based learning" Proc. - Int. Conf. Adv. Inf. Netw. Appl. AINA, pp , Getchell, K., Miller, A., Nicoll, J. R., Sweetman, R. J., and Allison, C. Games methodologies and immersive environments for virtual _eldwork" IEEE Trans. Learn. Technol., vol. 3, no. 4, pp , Huang, H. M., Rauch, U., and Liaw, S. S. Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach," Comput.Educ., vol. 55, no. 3, pp , Suh, Y., Shin, C., andwoo, W. A mobile phone guide: Spatial, personal, and social experience for cultural heritage" in IEEE Transactions on Consumer Electronics, pp , Google. Google Cardboard [Online]. Available: cardboard/. [Accessed: 10 May 2016]. 19. Samsung. Gear VR [Online]. Available: [Accessed: 10 May 2016]. 20. Unity3D [Online]. Available: [Accessed: 10 May 2016]. 21. Unreal Engine [Online]. Available: [Accessed:10 May 2016]. 22. Xbox [Online]. Available: [Accessed: 10 June 2016].

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