Virtual Reality is a idea that is currently being explored deeper to bring immersion to video games and simulations. However how can this be applied to a learning environment? For my Capstone I worked on a virtual simulation of our solar system that can be viewed with the Oculus Rift. This is part of Project Stargazer, my ILP for the past two years where the group has worked with making an representation of the solar system with VR for The Franklin Institute.
I started out working on the design of the simulation in the Unreal Engine creating the cockpit and menu displays of the spaceship that would serve as our HUD. However as the only one in the group with knowledge of Unreal, I ended up also working on the code. During the year I finished the design of the spaceship, tried to get the ship to move, made a planet map for each in the solar system complete with HUD’s showing information on the planet and made starry background. However I was never able to finish the coding and could not get the ship to move even after a month of troubleshooting and consulting with Unreal coders. However I taught several of the sophomores in the project how to use Unreal and will continue to help out throughout the summer.
During this project I learned about the benefits of VR for education with it’s added immersion allowing for greater focus and more effective visuals.
Link to Levels (must be placed in Unreal Engine to Work) https://drive.google.com/a/scienceleadership.org/folderview?id=0B2hdSK9AO85-N3NNc1BjMERQRXc&usp=sharing
For More information about Project Stargazer: http://projectstargazer.weebly.com/
For images of the simulation and time at Educon are below
Antonio Gonçalves Vilas Boas, Yuri. "Overview of Virtual Reality Technologies." (n.d.): n. pag. Final Paper. University of Southampton. Web. 4 Feb. 2016. http://static1.squarespace.com/static/537bd8c9e4b0c89881877356/t/5383bc16e4b0bc0d91a758a6/1401142294892/yavb1g12_25879847_finalpaper.pdf
This article is an overview of VR showing its history, goals, and evolution. It goes over the principals of VR in terms of immersion, perception, and telepresence. It discusses the educational value of VR by showing the ScienceSpace application which allows a student to learn about physics, electrostatic forces, and visualize the structures of molecules.
Biglari, Ehren, and Yusheng Feng. "Interactive Virtual-Reality Driven Learning Framework for Engineering and Science Education." Center for Simulation, Visualization and Real-Time Prediction (2014): n. pag. American Society for Engineering Education. Web. 4 Feb. 2016.
This Article discusses the usage of several VR devices and motion trackers and the usage of the technology in the modern day. The setup of their device is described as well as several of the strengths and weaknesses of the various VR devices. The Oculus is explained in terms of hardware, describing how the headset generates the an undistorted 3D environment.
Castillo, Anna. "Virtual Reality and Education." Stanford Teaching Commons. Stanford University, 22 May 2014. Web. 02 Feb. 2016.
An article looking at Stanford’s Virtual Reality lab and applications of the technology. The level of immersion that the lab provides is shown as an example of how to provide the students with realistic environments to better educate them about the subjects. However the biggest drawback is shown to be the development of such simulations which often take a year for each. The immersion of VR is being compared to watching a normal video of the same information to compare the difference and find just how effective it would be.
"Learning Through Exploring Virtual Worlds." Global Warming Intro. University of Washington, n.d. Web. 04 Feb. 2016. http://www.hitl.washington.edu/projects/learning_center/pf/whyvr.htm
This site shows a project that attempted to use VR to explain and show a representation of Global Warming. The projects plan was to allow students to manipulate environmental variables to see how the atmosphere is affected. The site also explains the role VR could play in education explaining how th