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Vinh T. Nguyen, Rebecca Hite, Tommy Dang.
PhD student, Graduate Assistant, Texas Tech University, USA
December 12, 2018, Taichung, Taiwan
Web-based Virtual Reality development in
classroom: From learner's perspectives
CONTENT
1. Introduction
2. Related work
3. Methodology
4. Results
5. Lesson learned and challenges
6. Conclusion and Future work
INTRODUCTION
INTRODUCTION
Source: https://www.educapital.fr/blog/2018/9/10/what-vr-ar-bring-to-education
INTRODUCTION
From learning perspective:
a need to identify aspects
of framework not only
allow users to create their
own VR contents
But also to experience and
share with peers
From teaching perspective:
a need to have guidelines for
selecting a suitable
framework for students to
use
INTRODUCTION
1. Which WebVR
framework is preferred
by students for first-hand
VR development?
2. To what extent do these
frameworks meet
student’s expectations to
fulfill their tasks?
3. What is the minimum
required level of
programming skill?
4. What are the drawbacks
and challenges for
students to use these
framework?
RELATED WORK
1. Miyata et al. study where students collaboratively (via group-
work) designed a VR application.
2. Ha ̈fner et al. involved a 3-year industrial VR project, focusing
on collaboration.
3. Takala et al. more in-depth study in sharing teaching VR
experience over 5 years.
4. And more…but mostly focus on a chosen
framework/software/hardware by instructor that make it
difficult to replicate (i.e., software and hardware constraints,
learn 3D skills).
RELATED WORK
Challenges for research
1. Time limitation
2. Little programming skills for VR (coming from
different fields)
3. No prior knowledge about 3D modelling.
METHODOLOGY
STUDY DESIGN
1. Introduction to VR and AR
2. Short presentation by students
3. Sample project
4. Online discussion forum
5. Teaching assistant involved.
Project: Create a “dream house”
METHODOLOGY
PROJECT ASSESSMENT
1. Create a simple model from basic shapes
2. Work with external 3d models
3. Interactions with 3d models in the scene.
Project duration: 1 months.
METHODOLOGY
STUDY ASSESSMENT
1. Proposed 10 survey questions via Google Form
2. Question validity: defined and revised by TA and 2
faculty.
3. Question reliability: to maintain all responses are
within the range of possible answers.
METHODOLOGY
CASE STUDY
1. Participants: 38 (33 undergraduates, 5 graduates).
2. Project description: Create a dream human-scale house in
which users can interact with some objects in the scene.
Learners are free to use any type of software/library to
fulfill the project requirements
3. Project requirements: Able to share experience with
multiple users with ease (e.g., smartphone, laptop,
tablet…).
RESULTS
Project results:
37 dream-
house out.
Example
RESULT
RESULT
RESULT
RESULT
RESULT
RESULT
RESULT
RESULT
RESULT
RESULT
LESSONS LEARNED AND CHALLENGES
1. ThreeJs is a good starting point to understand how
3d objects is constructed and rendered
2. But A-Frame library is a good option to begin with
from scratch.
3. A trade-off between web performance and fidelity
4. Some tips/tricks can be used for interactions
RECOMMENDATIONS
1. Short presentations by students are important to
increase motivation and explore available resources.
2. For those who are new in programming, a “skeleton”
project should be provided.
3. Online discussion forum available and a TA should
be involved.
4. A-frame library is recommended for WebVR
CONCLUSION AND FUTURE WORK
1. 37 dream-house out indicates that learners are able to
put their hand-on experience with WebVR within 2
weeks on average.
2. Future work focus on how students can leverage
existing knowledge from WebVR to work on more
sophisticated task
THANK YOU VERY MUCH

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Web-based Virtual Reality development in classroom: From learner's perspectives

  • 1. Vinh T. Nguyen, Rebecca Hite, Tommy Dang. PhD student, Graduate Assistant, Texas Tech University, USA December 12, 2018, Taichung, Taiwan Web-based Virtual Reality development in classroom: From learner's perspectives
  • 2. CONTENT 1. Introduction 2. Related work 3. Methodology 4. Results 5. Lesson learned and challenges 6. Conclusion and Future work
  • 5. INTRODUCTION From learning perspective: a need to identify aspects of framework not only allow users to create their own VR contents But also to experience and share with peers From teaching perspective: a need to have guidelines for selecting a suitable framework for students to use
  • 6. INTRODUCTION 1. Which WebVR framework is preferred by students for first-hand VR development? 2. To what extent do these frameworks meet student’s expectations to fulfill their tasks? 3. What is the minimum required level of programming skill? 4. What are the drawbacks and challenges for students to use these framework?
  • 7. RELATED WORK 1. Miyata et al. study where students collaboratively (via group- work) designed a VR application. 2. Ha ̈fner et al. involved a 3-year industrial VR project, focusing on collaboration. 3. Takala et al. more in-depth study in sharing teaching VR experience over 5 years. 4. And more…but mostly focus on a chosen framework/software/hardware by instructor that make it difficult to replicate (i.e., software and hardware constraints, learn 3D skills).
  • 8. RELATED WORK Challenges for research 1. Time limitation 2. Little programming skills for VR (coming from different fields) 3. No prior knowledge about 3D modelling.
  • 9. METHODOLOGY STUDY DESIGN 1. Introduction to VR and AR 2. Short presentation by students 3. Sample project 4. Online discussion forum 5. Teaching assistant involved. Project: Create a “dream house”
  • 10. METHODOLOGY PROJECT ASSESSMENT 1. Create a simple model from basic shapes 2. Work with external 3d models 3. Interactions with 3d models in the scene. Project duration: 1 months.
  • 11. METHODOLOGY STUDY ASSESSMENT 1. Proposed 10 survey questions via Google Form 2. Question validity: defined and revised by TA and 2 faculty. 3. Question reliability: to maintain all responses are within the range of possible answers.
  • 12. METHODOLOGY CASE STUDY 1. Participants: 38 (33 undergraduates, 5 graduates). 2. Project description: Create a dream human-scale house in which users can interact with some objects in the scene. Learners are free to use any type of software/library to fulfill the project requirements 3. Project requirements: Able to share experience with multiple users with ease (e.g., smartphone, laptop, tablet…).
  • 24. LESSONS LEARNED AND CHALLENGES 1. ThreeJs is a good starting point to understand how 3d objects is constructed and rendered 2. But A-Frame library is a good option to begin with from scratch. 3. A trade-off between web performance and fidelity 4. Some tips/tricks can be used for interactions
  • 25. RECOMMENDATIONS 1. Short presentations by students are important to increase motivation and explore available resources. 2. For those who are new in programming, a “skeleton” project should be provided. 3. Online discussion forum available and a TA should be involved. 4. A-frame library is recommended for WebVR
  • 26. CONCLUSION AND FUTURE WORK 1. 37 dream-house out indicates that learners are able to put their hand-on experience with WebVR within 2 weeks on average. 2. Future work focus on how students can leverage existing knowledge from WebVR to work on more sophisticated task