Adil Khan 9 months ago
AdiKhanOfficial #FYP Ideas

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 crea

Project Title

VIRTUAL REALITY MULTIDISCIPLINARY PLATFORM FOR E- LEARNING

Project Area of Specialization

Augmented and Virtual Reality

Project Summary

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.

Project Objectives

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 .

Project Implementation Method

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:

  1. MATERIALS AND EXPERIMENTAL SETUP:

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.

Benefits of the Project

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.

Technical Details of Final Deliverable

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).

Final Deliverable of the Project

HW/SW integrated system

Core Industry

Education

Other Industries

IT , Media

Core Technology

Augmented & Virtual Reality

Other Technologies

Sustainable Development Goals

Quality Education

Required Resources

Item Name Type No. of Units Per Unit Cost (in Rs) Total (in Rs)
oculus quest 2 Equipment17000070000
Publication and Thesis fee Miscellaneous 2500010000
Total in (Rs) 80000
If you need this project, please contact me on contact@adikhanofficial.com
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