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Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR” 利用生成式人工智能和虚拟现实技术开发基于游戏的沉浸式学习平台--"LearningverseVR"
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100069
Yanjie Song , Kaiyi Wu , Jiaoyang Ding

The rapid evolution of generative artificial intelligence (AI) and virtual reality (VR) technologies are revolutionising various fields, including education and gaming industries. However, studies on how to enhance immersive game-based learning with AI and VR technologies remain scant. Given this, the article presents the creation of “LearningverseVR,” an immersive game-based learning platform developed using generative AI and VR technologies, which is based on “Learningverse,” a metaverse platform developed by the lead author and her research team. The “LearningverseVR” platform uses Unity as the client and Python, Flask and MySQL as the backend. Unity's multiplayer service provides multiplayer online functionality, supporting learners to engage in immersive and interactive learning activities. The design framework of the platform consists of two main components: Game-based learning with generative AI and immersion with VR technologies. First, generative AI is used to create NPCs with diverse personalities and life backgrounds, and enable learners to interact with NPCs without scripted dialogues, creating an interactive and immersive game-based learning environment. Secondly, such a learning experience is enhanced by leveraging the Large Language Model (LLM) ecosystem with VR technology. The creation of the “LearningverseVR” platform provides novel perspectives on digital game-based learning.

生成式人工智能(AI)和虚拟现实(VR)技术的快速发展正在给包括教育和游戏行业在内的各个领域带来革命性的变化。然而,关于如何利用人工智能和虚拟现实技术加强沉浸式游戏学习的研究仍然很少。有鉴于此,文章介绍了 "LearningverseVR "的创建过程,这是一个利用生成式人工智能和 VR 技术开发的沉浸式游戏学习平台,它基于 "Learningverse",这是一个由主要作者及其研究团队开发的元宇宙平台。LearningverseVR "平台使用 Unity 作为客户端,Python、Flask 和 MySQL 作为后台。Unity 的多人服务提供多人在线功能,支持学习者参与沉浸式互动学习活动。该平台的设计框架由两个主要部分组成:生成式人工智能的游戏式学习和虚拟现实技术的沉浸式学习。首先,生成式人工智能用于创建具有不同个性和生活背景的 NPC,使学习者能够在没有脚本对话的情况下与 NPC 进行互动,从而创建一个交互式和沉浸式的游戏学习环境。其次,通过利用大语言模型(LLM)生态系统和 VR 技术来增强这种学习体验。LearningverseVR "平台的创建为基于数字游戏的学习提供了新的视角。
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引用次数: 0
ASL champ!: a virtual reality game with deep-learning driven sign recognition ASL 冠军!:深度学习驱动手语识别的虚拟现实游戏
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100059
Md Shahinur Alam , Jason Lamberton , Jianye Wang , Carly Leannah , Sarah Miller , Joseph Palagano , Myles de Bastion , Heather L. Smith , Melissa Malzkuhn , Lorna C. Quandt

We developed an American Sign Language (ASL) learning platform in a Virtual Reality (VR) environment to facilitate immersive interaction and real-time feedback for ASL learners. We describe the first game to use an interactive teaching style in which users learn from a fluent signing avatar and the first implementation of ASL sign recognition using deep learning within the VR environment. Advanced motion-capture technology powers an expressive ASL teaching avatar within an immersive three-dimensional environment. The teacher demonstrates an ASL sign for an object, prompting the user to copy the sign. Upon the user’s signing, a third-party plugin executes the sign recognition process alongside a deep learning model. Depending on the accuracy of a user’s sign production, the avatar repeats the sign or introduces a new one. We gathered a 3D VR ASL dataset from fifteen diverse participants to power the sign recognition model. The proposed deep learning model’s training, validation, and test accuracy are 90.12%, 89.37%, and 86.66%, respectively. The functional prototype can teach sign language vocabulary and be successfully adapted as an interactive ASL learning platform in VR.

我们在虚拟现实(VR)环境中开发了一个美国手语(ASL)学习平台,为 ASL 学习者提供身临其境的互动和实时反馈。我们描述了第一款采用互动教学方式的游戏,在这款游戏中,用户通过一个流利的手语化身进行学习,我们还描述了第一款在 VR 环境中使用深度学习实现 ASL 手语识别的游戏。先进的动作捕捉技术为身临其境的三维环境中富有表现力的 ASL 教学化身提供了动力。教师为一个物体演示 ASL 手势,提示用户复制手势。在用户做出手势后,第三方插件会与深度学习模型一起执行手势识别过程。根据用户手势的准确性,头像会重复手势或引入新的手势。我们收集了来自 15 位不同参与者的 3D VR ASL 数据集,为手语识别模型提供支持。所提出的深度学习模型的训练、验证和测试准确率分别为 90.12%、89.37% 和 86.66%。该功能原型可以教授手语词汇,并可成功改编为 VR 中的交互式 ASL 学习平台。
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引用次数: 0
Metacognition and autonomy in building a community for language learning through VR digital gaming 通过 VR 数字游戏建立语言学习社区的元认知和自主性
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100060
Mark Feng Teng

This paper delves into the vibrant domain of VR digital gaming through the critical lenses of metacognition and learner autonomy. It introduces an integrated framework designed to illuminate the interplay between these two pivotal concepts within the VR digital gaming environment. Central to this framework are distinct regulatory mechanisms that empower learners by allowing them to navigate and take control of their learning journeys. The framework interprets metacognitive processes from elements of adaptivity, control, and feedback, while exploring autonomy through the dimensions of location, formality, pedagogy, and locus of control. This framework is grounded in the recognition that enabling learners to exert control over their technologically mediated learning environments is a fundamental issue in building a language learning community. The paper not only sheds light on the theoretical underpinnings of metacognition and autonomy but also offers practical implications for their application in VR digital gaming. It delineates the evolving roles of teachers and learners within this dynamic educational landscape, highlighting how these roles are being reshaped to accommodate and leverage the affordances of VR digital gaming for enhanced language learning.

本文通过元认知和学习者自主性这两个关键视角,深入探讨 VR 数字游戏这一充满活力的领域。它引入了一个综合框架,旨在阐明这两个关键概念在 VR 数字游戏环境中的相互作用。该框架的核心是独特的调节机制,通过允许学习者导航和控制自己的学习旅程来增强学习者的能力。该框架从适应性、控制和反馈等要素来解释元认知过程,同时通过位置、形式、教学法和控制点等维度来探索自主性。这一框架基于这样一个认识,即让学习者能够控制以技术为媒介的学习环境,是建立语言学习社区的一个基本问题。本文不仅阐明了元认知和自主性的理论基础,还为它们在 VR 数字游戏中的应用提供了实际意义。它描述了教师和学习者在这一动态教育环境中不断演变的角色,强调了这些角色是如何被重新塑造以适应和利用 VR 数字游戏的能力来促进语言学习的。
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引用次数: 0
An exploratory study of social presence and cognitive engagement association in a collaborative virtual reality learning environment 协作式虚拟现实学习环境中社会存在与认知参与关联的探索性研究
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100054
Isaac D. Dunmoye , Andrew Rukangu , Dominik May , Runu P. Das

As the utilization of virtual reality (VR) in engineering education increases, researchers are increasingly focused on enhancing teaching and learning within VR environments. Cognitive engagement among the participants is a fundamental outcome in any learning environment, where social interaction often plays a pivotal role. This study contributes to VR teaching and learning research by investigating the association between social presence indicators and modes of cognitive engagement in a desktop collaborative virtual reality (VR) learning environment based on the social presence theory and the cognitive engagement definition of the Interactive-Constructive-Active-Passive framework. The study participants logged into the VR platform to collaboratively solve simulated engineering statics problems. The transcripts of students' interaction videos were coded based on codebooks for both social presence and cognitive engagement. The study revealed that social presence indicators are significantly associated with the three modes of cognitive engagement (active, constructive, and interactive). Additionally, interactive open communication emerged as the primary social presence element utilized by students during cognitive engagement with peers in the learning environment. This study's findings have implications for research and practice in enhancing students' cognitive engagement through their social interactions within VR learning environment.

随着虚拟现实(VR)在工程教育中的应用越来越广泛,研究人员也越来越关注如何在 VR 环境中提高教学效果。参与者的认知参与是任何学习环境的基本结果,而社交互动往往在其中发挥着关键作用。本研究基于社会存在理论和互动--建构--主动--被动框架中的认知参与定义,调查了桌面协作式虚拟现实(VR)学习环境中社会存在指标与认知参与模式之间的关联,为 VR 教学研究做出了贡献。研究参与者登录虚拟现实平台,协作解决模拟工程静力学问题。根据社会存在和认知参与的编码手册,对学生的互动视频记录进行了编码。研究表明,社会存在指标与三种认知参与模式(主动、建设性和互动)有显著关联。此外,互动式开放交流是学生在学习环境中与同伴进行认知互动时使用的主要社会存在元素。本研究的发现对通过 VR 学习环境中的社交互动提高学生认知参与度的研究和实践具有启示意义。
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引用次数: 0
A systematic review of research on xReality (XR) in the English classroom: Trends, research areas, benefits, and challenges 系统回顾英语课堂中的 xReality(XR)研究:趋势、研究领域、益处和挑战
Pub Date : 2023-12-13 DOI: 10.1016/j.cexr.2023.100049
Shuqiong Luo , Di Zou , Lucas Kohnke

Recent developments have sparked research on xReality (XR), which includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). However, little is known about how diverse types of XR technology are used in English teaching and learning. To this end, this paper presents a systematic review and analyzes 36 Social Science Citation Index (SSCI) articles published between 2013 and 2023 that are indexed in the Web of Science. This study aims to comprehensively explain the trends related to the integration of XR into English teaching and offer practical implications for institutions, researchers, and educators. The review results show that the frequency of published articles peaked in 2022. In addition, most studies used quantitative data collection methods and focused on general English, English speaking, or writing. The papers reviewed were categorized into two research areas: exploration and application of XR. The results reveal that integrating XR benefitted English learners in terms of motivation, satisfaction, engagement, and the development of language skills and knowledge. Some challenges of XR integration in English education are also discussed.

最近的发展引发了对 xReality(XR)的研究,其中包括虚拟现实(VR)、增强现实(AR)和混合现实(MR)。然而,人们对不同类型的 XR 技术在英语教学中的应用知之甚少。为此,本文对 2013 年至 2023 年间发表的 36 篇社会科学引文索引(SSCI)文章进行了系统回顾和分析。本研究旨在全面阐释将 XR 融入英语教学的相关趋势,并为院校、研究人员和教育工作者提供实际启示。综述结果显示,发表文章的频率在 2022 年达到顶峰。此外,大多数研究都采用了定量数据收集方法,并侧重于普通英语、英语口语或写作。综述论文分为两个研究领域:探索和应用 XR。研究结果表明,在英语学习者的学习动机、满意度、参与度以及语言技能和知识的发展方面,整合 XR 使他们受益匪浅。此外,还讨论了在英语教育中整合 XR 所面临的一些挑战。
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引用次数: 0
Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality 开发和测试用于解释沉浸式虚拟现实中的学习和学习相关因素的模型
Pub Date : 2023-12-09 DOI: 10.1016/j.cexr.2023.100048
Emmanuel Fokides, Panagiotis Antonopoulos

Many believe that immersive virtual reality (IVR) possesses transformative potential for a plethora of human activities that are mediated via technology, including education. In light of this, it is critically important to understand the determinants that influence learning in IVR environments and the interrelations among these determinants. For that matter, a model was developed that encapsulated ten potential factors influencing learning outcomes. Three hundred and thirty-four university students interacted with a purpose-built application that presented ancient Greek inventions through the use of head-mounted displays. Data analysis, adhering to a structural equation modeling approach, indicated that a multitude of factors exerted a positive influence on learning outcomes. These included the perceived quality of graphics, the perceived quality of feedback and content, and the perceived degree of interaction. Moreover, intrinsic motivation and the immersive experience that IVR provides also demonstrated a positive impact. Conversely, the perceived cognitive load and symptoms of simulator sickness manifested a negative impact. Interestingly, these factors did not appear to inhibit learners' motivation or their positive feelings. Age did not have any effect, while gender seemed to have an impact only on immersion. The implications of the results are also discussed.

许多人认为,身临其境的虚拟现实(IVR)对以技术为媒介的大量人类活动(包括教育)具有变革潜力。有鉴于此,了解影响 IVR 环境中学习的决定因素以及这些决定因素之间的相互关系至关重要。为此,我们建立了一个模型,囊括了影响学习效果的十个潜在因素。334 名大学生与一个专门设计的应用程序进行了互动,该应用程序通过使用头戴式显示器展示了古希腊的发明。采用结构方程建模方法进行的数据分析显示,多种因素对学习效果产生了积极影响。这些因素包括图形的感知质量、反馈和内容的感知质量以及互动的感知程度。此外,IVR 提供的内在动力和身临其境的体验也产生了积极影响。相反,感知到的认知负荷和模拟器病症状则产生了负面影响。有趣的是,这些因素似乎并没有抑制学习者的动机或积极情绪。年龄没有任何影响,而性别似乎只对沉浸感有影响。本文还讨论了这些结果的影响。
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引用次数: 0
A systematic review of google cardboard used in education 对教育中使用的谷歌纸板的系统回顾
Pub Date : 2023-12-03 DOI: 10.1016/j.cexr.2023.100046
Zilin Wang, Moon-Tong Chan

Google Cardboard (GC) has emerged as an affordable and user-friendly virtual reality (VR) viewer with significant potential as a pedagogical tool in educational settings. This article presents a systematic review of 35 empirical studies that investigate the application of GC as a VR technology for educational purposes. The review examines various aspects including the teaching subjects, educational levels, mobile applications, operating systems, advantages, and challenges associated with GC implementation, and identifies key areas for future research. The findings highlight that GC offers an accessible and user-friendly VR experience, making it well-suited for most of educational contexts. Its compatibility with both Android and iOS operating systems, along with its ability to motivate learners and facilitate immersive learning experiences, are notable advantages. However, challenges related to display quality, screen refresh rate, cybersickness, and technical issues must be addressed to maximize the effectiveness of GC. Furthermore, the review implicates that providing adequate training and support to users, developing pedagogical frameworks, and exploring subject-specific applications are crucial for successful integration into educational practices. Future research directions involve enhancing user experience, establishing comprehensive guidelines, improving user training and support mechanisms, investigating subject-specific benefits, and evaluating the long-term effects and learning outcomes associated with GC implementation.

谷歌纸板(GC)是一款价格合理、用户友好的虚拟现实(VR)观看器,在教育环境中具有巨大的教学工具潜力。本文对35项实证研究进行了系统回顾,这些研究调查了GC作为VR技术在教育目的中的应用。该报告考察了各个方面,包括教学主题、教育水平、移动应用程序、操作系统、与GC实现相关的优势和挑战,并确定了未来研究的关键领域。研究结果强调,GC提供了一个易于访问和用户友好的VR体验,使其非常适合大多数教育环境。它与Android和iOS操作系统的兼容性,以及它激励学习者和促进沉浸式学习体验的能力,都是显著的优势。但是,必须解决与显示质量、屏幕刷新率、晕屏和技术问题相关的挑战,以最大限度地提高GC的有效性。此外,审查表明,为用户提供充分的培训和支持、发展教学框架和探索特定学科的应用对于成功地融入教育实践至关重要。未来的研究方向包括增强用户体验,建立全面的指导方针,改进用户培训和支持机制,调查特定学科的利益,以及评估与GC实施相关的长期效果和学习成果。
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引用次数: 0
Designing a virtual reality-support for the thesis supervision meetings: A case of a Sino-British international university in China 论文指导会议的虚拟现实支持设计——以中国某中英国际大学为例
Pub Date : 2023-11-29 DOI: 10.1016/j.cexr.2023.100047
Yiming Luo , Shuling Sun , Yihong Wang , Di Wu , Yuanbing Ouyang , Yushi Li , Yushan Pan

Thesis supervision is a crucial teaching activity in higher education that plays a vital role in assisting students in completing their studies. The outbreak of COVID-19 has necessitated the transitionto remote, synchronous interactions for supervising academic papers. However, existing tools for conducting these remote sessions often fall short of meeting the requirements of both teachers and students. This paper focuses on an investigation into the utilization of virtual reality (VR) technology for conducting remote thesis supervision meetings at Xi'an Jiaotong-Liverpool University (XJTLU), a Sino-British institution located in Suzhou, China. Through a year-long qualitative inquiry involving two teachers and five students who participated in the project both in Liverpool and Suzhou, this research examines how actual collaborative work is conducted during remote supervision via a research-developed tool. The results of this study emphasize the need for improvements in the current design to better align with the practical requirements of teachers and students during such meetings. Furthermore, this research provides insights into the design considerations for VR applications tailored to specific use cases and offers a set of implementation details to guide the development of VR-based remote collaboration tools for thesis supervision meetings.

论文指导是高等教育中一项重要的教学活动,对学生顺利完成学业起着至关重要的作用。由于新冠肺炎疫情的爆发,学术论文监督必须过渡到远程、同步互动。然而,进行这些远程会议的现有工具往往不能满足教师和学生的要求。本文主要研究了在位于中国苏州的中英院校西交利物浦大学(XJTLU)利用虚拟现实(VR)技术进行远程论文指导会议的情况。通过为期一年的定性调查,两名教师和五名学生参与了利物浦和苏州的项目,本研究考察了通过研究开发的工具在远程监督期间如何进行实际的协作工作。这项研究的结果强调需要改进目前的设计,以便在此类会议期间更好地符合教师和学生的实际要求。此外,本研究提供了针对特定用例定制的VR应用程序的设计考虑因素的见解,并提供了一套实现细节,以指导基于VR的论文监督会议远程协作工具的开发。
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引用次数: 0
Exploring pre-service teachers’ intention to use virtual reality: A mixed method approach 探究职前教师使用虚拟现实的意向:一种混合方法
Pub Date : 2023-11-26 DOI: 10.1016/j.cexr.2023.100045
Owolabi Paul Adelana , Musa Adekunle Ayanwale , Adebayo Monsur Ishola , Adekunle Ibrahim Oladejo , Habeeb Omoponle Adewuyi

Despite the increasing integration of virtual reality (VR) into classrooms globally, there is a dearth of empirical evidence concerning perceptions and behavioural intentions of pre-service teachers to employ the technology in Nigerian classrooms, particularly within the Technology Acceptance Model (TAM) framework. Consequently, this study examines pre-service perceptions and behavioural intentions to use VR. To accomplish this objective, we engaged pre-service teachers who voluntarily participated in this study by filling out an online survey for data collection. Quantitative and qualitative data were collected and analyzed using variance-based structural equation modelling, SmartPLS, and Atlas.ti, respectively. This data triangulation provided a comprehensive understanding of pre-service teachers' perceptions and behavioural intentions to use VR. Our findings, among others, reveal that perceived usefulness strongly predicts pre-service teachers' readiness and behavioural intention to use VR. This finding contributes to the ongoing discourse on how teachers, particularly trainee teachers, make decisions to integrate emerging technologies like VR in their classrooms, thereby offering valuable insights for policy formulation to enhance teacher training programs, especially regarding technology integration in Nigerian classrooms. It also emphasizes the importance of equipping teachers to address challenges related to adopting innovative technologies.

尽管全球范围内越来越多地将虚拟现实(VR)整合到教室中,但关于职前教师在尼日利亚教室中使用该技术的看法和行为意图,特别是在技术接受模型(TAM)框架内,缺乏经验证据。因此,本研究考察了职前感知和使用虚拟现实的行为意图。为了实现这一目标,我们聘请了自愿参与本研究的职前教师,填写了一份在线调查,以收集数据。使用基于方差的结构方程模型、SmartPLS和Atlas收集和分析定量和定性数据。分别ti。该数据三角测量提供了对职前教师使用虚拟现实的感知和行为意图的全面了解。我们的研究结果显示,感知有用性强烈地预测了职前教师使用虚拟现实的准备程度和行为意愿。这一发现有助于讨论教师,特别是实习教师如何决定将VR等新兴技术融入课堂,从而为制定政策提供宝贵见解,以加强教师培训计划,特别是在尼日利亚课堂中整合技术。它还强调了使教师具备应对与采用创新技术有关的挑战的重要性。
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引用次数: 0
Towards participatory activities with augmented reality for cultural heritage: A literature review 基于增强现实的文化遗产参与式活动:文献综述
Pub Date : 2023-11-20 DOI: 10.1016/j.cexr.2023.100044
Cátia Silva, Nelson Zagalo, Mário Vairinhos

The preservation of cultural heritage is a basilar to support the feeling of identity and community. In this context, cultural tourism emerges as an effective strategy that, when combined with participatory activities, may increment tourist perceptions, contributing simultaneously to the acquisition of knowledge associated with cultural heritage. This literature review aimed to explore how mobile augmented reality applications using games, narrative, or craft design and convey knowledge associated with the cultural heritage of a particular place. In addition, it was intended to understand how their evaluation protocol is administered, as well as how can this genre of applications influence the tourist experience. The literature search was operationalized in the Scopus, Web of Science and ACM Digital Library electronic databases and used studies from 2018 until November 16, 2022. In total, 16 studies were analyzed in this literature review. The results demonstrate that the integration of game, narrative, and craft in augmented reality mobile applications for cultural heritage is diverse, with narrative being the most prevalent. Regarding how the evaluation phase is conducted, despite using each study using different protocols, the data collection instruments can be patterned, highlighting the use of independent questionnaires and scales. Nevertheless, the findings of this literature review suggest that augmented reality mobile applications with participatory activities can positively influence the touristic experience, constituting a powerful element of engagement and immersion, guaranteeing that some creative and technical aspects are ensured.

文化遗产的保护是支持认同感和社区感的基础。在这种情况下,文化旅游成为一种有效的战略,与参与性活动相结合,可以增加游客的观念,同时有助于获得与文化遗产有关的知识。本文献综述旨在探讨移动增强现实应用程序如何使用游戏、叙事或工艺设计来传达与特定地点文化遗产相关的知识。此外,它旨在了解他们的评估协议是如何管理的,以及这种类型的应用程序如何影响游客体验。文献检索在Scopus、Web of Science和ACM数字图书馆电子数据库中进行,使用的研究时间为2018年至2022年11月16日。本文献综述共分析了16项研究。结果表明,在增强现实文化遗产移动应用中,游戏、叙事和工艺的融合是多种多样的,其中叙事最为普遍。关于如何进行评估阶段,尽管每个研究使用不同的方案,但数据收集工具可以进行模式化,突出使用独立的问卷调查和量表。然而,本文献综述的结果表明,具有参与性活动的增强现实移动应用程序可以对旅游体验产生积极影响,构成了参与和沉浸的强大元素,确保了一些创造性和技术方面的保证。
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引用次数: 0
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