In this project, we discuss the potential of using virtual reality collaborative platforms for e-learning to improve the quality of online education. First, we explore the characteristics of existing online platforms that can be used for e-learning. Second, we present a method for crea
VIRTUAL REALITY MULTIDISCIPLINARY PLATFORM FOR E- LEARNING
In this project, we discuss the potential of using virtual reality collaborative platforms for e-learning to improve the quality of online education. First, we explore the characteristics of existing online platforms that can be used for e-learning. Second, we present a method for creating a Virtual Reality Collaborative Environment (VRCE) for e-learning using an online platform, namely FrameVR. Third, an experiment is conducted to investigate participants' behavioural and emotional engagement when using Zoom and the VRCE for online learning. Valid survey data from twenty-two participants will be analyzed after project completion for testing purpose. Then, participants will be interviewed about their perceptions of using a VRCE for e-learning. The results of the experiment will be compared to Zoom meetings. This project provides insight into incorporating VRCE to enhance the e-learning experience and contribute to the development of online education.
To improve the quality of online education.
To improve the user experience.
To enhance the e-learning experience and contribute to the development of online education.
To explore the potential of using VR collaborative platforms for online learning.
To interact with other users in the virtual environment with a high sense of realism, enhances their creativity, and improves their work efficiency .
An experiment will be conducted to investigate whether the use of a VRCE in online
education can improve student engagement compared to a 2D video-based platform
such as Zoom. We will be simulating the scenario of an online course under two different
conditions (1) a VRCE and (2) Zoom. Each participant experienced both conditions in
random order. A questionnaire survey was distributed to measure their engagement.
Then, we will be going to interviewed participants about their perceptions of the advantages and
disadvantages of using a VRCE for online courses and how they would like to see the
VRCE evolve to improve the user experience.
There will be followings implementation strategy:
To ensure realistic experience, two simulated students and one simulated instructor were placed in each condition. The VR tool used for the experiment was Oculus Quest 2. The Oculus Quest 2 system consists of a head-mounted device and two wireless controllers.
2. QUESTIONNAIRE.
3.PARTICIPANTS. And
4. Experiment procedure.
This VRCE Project has following benefits :
Improves the quality of online education.
VRCE will increase student engagement.
Better emotional engagement compared to Zoom.
Students will be able to engage with tutors from the comfort of their home , no need to attend classes on site.
The computer used to access FrameVR and share/control VR in real-time will be of a Gigabyte RP75 with Intel Core i7 processor and a NVIDIA Geforce RTX 3070 graphics card. The Zoom version was 5.8.3.
The students will going to be more engaged in e-learning when using a VRCE setting compared to Zoom. Specifically, students will be more willing to communicate with others and express their opinions in a VRCE setting. In addition,using a VRCE for e-learning significantly improves students' emotional engagement. For online lectures, students perceive the VRCE setting to be more comfortable and
enjoyable than Zoom. Although there is great potential for the use of VRCEs in online education, there are some areas of VR, which could be further improved by IT specialists.
E-learning is a promising solution to help students continue their studies during the any pandemic. Currently, most e-learning systems
offer only basic features such as video calls and text chats. Although such systems can meet basic communication needs, they often lack immersion and physical contact with other users, which can lead to low student engagement. In this project, we are presenting a method for creating a VRCE for e-learning using an online platform, namely FrameVR, and confirm that using a VRCE can make online courses more engaging.
There is a great potential for using VR technology to enhance the e-learning experience.
This project can implemented any where ,where the need of learning with understanding is required, i.e. (for school ,collage,and universities).
| Item Name | Type | No. of Units | Per Unit Cost (in Rs) | Total (in Rs) |
|---|---|---|---|---|
| oculus quest 2 | Equipment | 1 | 70000 | 70000 |
| Publication and Thesis fee | Miscellaneous | 2 | 5000 | 10000 |
| Total in (Rs) | 80000 |
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