CollabVR:增加大学生社交互动的虚拟现实测试

Comput. Pub Date : 2024-01-29 DOI:10.3390/computers13020040
Diego Johnson, Brayan Mamani, Cesar Salas Arbaiza
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摘要

COVID-19 大流行病对教育的影响加速了学习模式向同步和异步在线方式的转变,大大减少了学生的社交互动。本研究介绍的 CollabVR 是一个社交虚拟现实(SVR)平台,旨在通过课外活动(ECA)改善远程大学生之间的社交互动。利用 Unity3D 开发 SVR 环境、Photon Unity Networking 实时连接参与者、Oculus Quest 2 提供沉浸式虚拟现实体验、AWS 提供高效和可扩展的系统性能等技术,该平台旨在缓解社交互动不足的问题。该平台使用 Kreijns 等人的社交性量表进行了测试,并与传统在线平台进行了比较。在秘鲁利马与参加在线 ECA 的学生进行的焦点小组讨论结果表明,CollabVR 显著改善了参与者的社交互动感知,平均值为 4.65 ± 0.49,而传统平台的平均值为 2.35 ± 0.75,从而培养了社区感,改善了交流。这项研究凸显了 CollabVR 作为克服虚拟学习环境中社交挑战的有力工具的潜力,为远程教育提供了一种更具沉浸感和吸引力的方法。
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CollabVR: VR Testing for Increasing Social Interaction between College Students
The impact of the COVID-19 pandemic on education has accelerated the shift in learning paradigms toward synchronous and asynchronous online approaches, significantly reducing students’ social interactions. This study introduces CollabVR, as a social virtual reality (SVR) platform designed to improve social interaction among remote university students through extracurricular activities (ECAs). Leveraging technologies such as Unity3D for the development of the SVR environment, Photon Unity Networking for real-time participant connection, Oculus Quest 2 for immersive virtual reality experience, and AWS for efficient and scalable system performance, it aims to mitigate this social interaction deficit. The platform was tested using the sociability scale of Kreijns et al., comparing it with traditional online platforms. Results from a focus group in Lima, Peru, with students participating in online ECAs, demonstrated that CollabVR significantly improved participants perceived social interaction, with a mean of 4.65 ± 0.49 compared to traditional platforms with a mean of 2.35 ± 0.75, fostering a sense of community and improving communication. The study highlights the potential of CollabVR as a powerful tool to overcome socialization challenges in virtual learning environments, suggesting a more immersive and engaging approach to distance education.
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