Towards a Social Virtual Reality Learning Environment in High Fidelity
July 18, 2017 Β· Declared Dead Β· π Consumer Communications and Networking Conference
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Authors
Chiara Zizza, Adam Starr, Devin Hudson, Sai Shreya Nuguri, Prasad Calyam, Zhihai He
arXiv ID
1707.05859
Category
cs.HC: Human-Computer Interaction
Cross-listed
cs.MM
Citations
41
Venue
Consumer Communications and Networking Conference
Last Checked
3 months ago
Abstract
Virtual Learning Environments (VLEs) are spaces designed to educate students remotely via online platforms. Although traditional VLEs such as iSocial have shown promise in educating students, they offer limited immersion that diminishes learning effectiveness. This paper outlines a virtual reality learning environment (VRLE) over a high-speed network, which promotes educational effectiveness and efficiency via our creation of flexible content and infrastructure which meet established VLE standards with improved immersion. This paper further describes our implementation of multiple learning modules developed in High Fidelity, a "social VR" platform. Our experiment results show that the VR mode of content delivery better stimulates the generalization of lessons to the real world than non-VR lessons and provides improved immersion when compared to an equivalent desktop version.
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