Academia.eduAcademia.edu

Outline

Virtual Reality Laboratory for Distance Learning

2022, International Journal of Modeling and Optimization

https://doi.org/10.7763/IJMO.2022.V12.799

Abstract

This paper describes authors’ research in developing collaborative virtual reality classrooms for laboratory and distance learning. The proposed platform was developed to facilitate the implementation of virtual reality labs that can be used by students, locally or by remote access from any device.

FAQs

sparkles

AI

What are the primary advantages of using the 8agora platform for distance learning?add

The study reveals that the 8agora platform facilitates real-time interaction with latencies of 40-95 milliseconds, enabling immersive collaboration across various devices. This platform supports diverse educational activities, significantly enhancing engagement compared to traditional methods.

How does the 8agora platform support content development in virtual environments?add

The paper demonstrates that 8agora allows users to import 3D models and use physical parameters for simulations, promoting flexible content creation. Users can create and manage virtual assets directly from an intuitive editing interface.

What types of educational activities can be performed on the 8agora platform?add

The 8agora platform supports activities like automated tutorials, role-playing simulations, and real-time quizzes. This diversity enhances learning experiences by catering to different academic disciplines and interactive methodologies.

What usability challenges are identified when using virtual environments like Second Life?add

The research notes that 36% of users experience technological issues, such as connectivity and audio communication problems. Additionally, the need for effective mentoring during navigation is highlighted as a crucial factor for user success.

What strategies are suggested for enhancing user experience in virtual reality environments?add

The platform design emphasizes intuitive interfaces and emotional engagement through feedback and ambient sounds. Incorporating elements like personalized avatars and strategic landmarks aids navigation and improves overall immersion.

References (7)

  1. J. Kay and S. FitzGerald. (September 2008). Educational Uses of Second Life. [Online]. Available: http://sleducation.wikispaces.com/educationaluses.
  2. J. G. Schutte. (1997). Virtual teaching in higher education: The new intellectual superhighway or just another traffic jam? [Online]. Available: http://www.csun.edu/sociology/virexp.htm
  3. S. Gregory, B. Gregory, M. Hillier, L. Jacka, S. Schutt, D. Ellis, F. Stokes-Thompson, D. Wood, Y. Masters, H. Farley, L. Orwin, I. Stupans, S. Scutter, I. Warren, C. Steel, P. Neuendorf, M. Bower et al., "Sustaining the future through virtual worlds," in Proc. Annual conference of the Australian Society for Computers in Tertiary Education," 2012, pp. 361-368.
  4. C. Atkins, "Virtual experience: Observations on second life," in Proc. International Conference on Computer Mediated Social, Lecture Notes in Computer Science, vol. 5322, 2008.
  5. J. Sanchez, "A sociotechnical systems analysis of second life in an undergraduate english course," in Proc. World Conference on Educational Multimedia, Hypermedia and Telecommunications, 2007, pp. 4254-4258.
  6. M. M. Sellers, (1997). Looking ahead: 10 challenges for designing online games and communities. [Online]. Available: http://www.gamasutra.com/features/ 19970601/looking_ahead.htm
  7. G. C. Deac, C. N. Georgescu, C. L. Popa, and C. E. Cotet, "Implementation of a virtual reality collaborative platform for Industry 4.0 offices," in Proc. in Manufacturing Systems, vol. 15, no. 3, pp. 95-102, September 2020.