开发用于共享虚拟现实信息的第二屏幕系统

Bunta Nakano, Takaki Matsumoto, Naoto Hoshikawa, Tomoyoshi Ito, Atsushi Shiraki
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摘要

由于虚拟现实技术可以轻松实现特定的环境,因此已被应用于各种培训。由于虚拟现实技术可以呈现三维现象,因此在教育领域(如处理三维图形的教育领域)也有望采用这种技术。标准的虚拟现实技术之一是佩戴头戴式显示器来体验虚拟现实项目。然而,当考虑在教育中使用基于头戴式显示器的虚拟现实技术时,虚拟现实体验仅限于佩戴头戴式显示器的人(在大多数情况下),因此不适合用于大众教育。因此,在本研究中,我们开发了一个可使用安卓设备共享虚拟现实信息的第二屏幕系统。我们请年龄在 15 至 17 岁之间的健康高一和高二学生使用实施了所开发系统的虚拟现实教育材料,并进行了问卷调查。在调查中,没有人对是否有必要提议使用第二屏幕系统提出负面意见,这表明提议的系统非常有用。因此,第二屏幕系统可将 VR 技术应用于大众教育。此外,我们还开发了一个软件包,将我们的第二屏幕系统集成到已有的虚拟现实项目中。该软件包简化了实施第二屏幕系统的程序,从而有助于重新利用迄今为止已开发的虚拟现实项目。
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Development of a second-screen system for sharing virtual reality information
Since virtual reality technology can easily realize a particular environment, it has been applied to various training. This technology is also expected in education such as those dealing with three-dimensional figures because they can represent phenomena in three dimensions. One of the standard virtual reality technologies is wearing a head-mounted display to experience a virtual reality project. However, the virtual reality experience is limited to the person wearing the head-mounted display (in most cases) when considering the use of head-mounted display-based virtual reality in education, making its usage unsuitable for mass education. Therefore, in this study, we develop a second-screen system that can share virtual reality information using an Android device. Healthy first- and second-year high school students between the ages of 15 and 17 were asked to use the virtual reality educational materials that implemented the developed system, and a questionnaire survey was conducted. There were no negative comments in the survey on whether proposing second-screen system was necessary, demonstrating the usefulness of the proposed system. Therefore, the second-screen system may adapt VR technology to mass education. In addition, we developed a package to integrate our second-screen system into the pre-existing virtual reality projects. This package simplifies the procedure for implementing a second-screen system, thus helping to reuse the virtual reality projects that have been developed so far.
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