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The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game depends on the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment. The researchers used Rapid Application Development (RAD) in developing the application. It follows phases such as requirement planning, user design, construction, and cutover. Two sets of questionnaires were developed, one for the teachers and another for the students. Then, testing and evaluation were conducted through purposive sampling to select the respondents. The application was overall rated as 3.56 which is verbally interpreted as very good. The result was based on the system evaluation using ISO 9126 in terms of functionality, usability, content, reliability, and performance. The developed application meets the objectives to provide an alternative learning tool for learning Asian Studies. The application is well commended and accepted by the end-users to provide an interactive and immersive environment for students to learn at their own pace. Further enhancement of the audio, gameplay, and graphics of the tool. Schools should take into consideration the adoption of the Asian Studies Virtual Reality is a good alternative tool for their teachers and students to teach and learn Asian Studies. The use of more 3D objects relevant to the given information to enhance the game experience may be considered. A databank for the quiz questions that will be loaded into the game should also be considered.
In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR programming language in which nodes represent functions and node connections represent data flow. Using this programming framework, players reprogram VR objects such as elevators, robots, and switches. Hack.VR has been designed to be highly interactable both physically and semantically.
Enhancing the earthquake behavioral responses and post-earthquake evacuation preparedness of building occupants is beneficial to increasing their chances of survival and reducing casualties after the main shock of an earthquake. Traditionally, training approaches such as seminars, posters, videos or drills are applied to enhance preparedness. However, they are not highly engaging and have limited sensory capabilities to mimic life-threatening scenarios for the purpose of training potential participants. Immersive Virtual Reality (IVR) and Serious Games (SG) as innovative digital technologies can be used to create training tools to overcome these limitations. In this study, we propose an IVR SG-based training system to improve earthquake behavioral responses and post-earthquake evacuation preparedness. Auckland City Hospital was chosen as a case study to test our IVR SG training system. A set of learning outcomes based on best evacuation practice has been identified and embedded into several training scenarios of the IVR SG. Hospital staff (healthcare and administrative professionals) and visitors were recruited as participants to be exposed to these training scenarios. Participants preparedness has been measured along two dimensions: 1) Knowledge about best evacuation practice; 2) Self-efficacy in dealing with earthquake emergencies. Assessment results showed that there was a significant knowledge and self-efficacy increase after the training. And participants acknowledged that it was easy and engaging to learn best evacuation practice knowledge through the IVR SG training system.
The field of Augmented Reality (AR) and Virtual Reality (VR) has seen massive growth in recent years. Numerous degree programs have started to redesign their curricula to meet the high market demand of such job positions. In this paper, we performed a content analysis of online job postings hosted on Indeed.com and provided a skill classification framework for AR/VR job positions. Furthermore, we present a ranking of the relevant skills for the job position. Overall, we noticed that technical skills like UI/UX design, software design, asset design and graphics rendering are highly desirable for AR/VR positions. Our findings regarding prominent skill categories could be beneficial for the human resource departments as well as enhancing existing course curricula to tailor to the high market demand.
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual Museums of the future to enhance the quality of experience. It emphasises, the fact that a visitor will not be able to tell, at a first glance, if the artefact that he/she is looking at is real or not and it is expected to draw the visitors interest. True AR is not limited to artefacts but extends even to buildings or life-sized character simulations of statues. It provides the best visual quality possible so that the users will not be able to tell the real objects from the augmented ones. Such applications can be beneficial for future museums, as with True AR, 3D models of various exhibits, monuments, statues, characters and buildings can be reconstructed and presented to the visitors in a realistic and innovative way. We also propose our Virtual Reality Sample application, a True AR playground featuring basic components and tools for generating interactive Virtual Museum applications, alongside a 3D reconstructed character (the priest of Asinou church) facilitating the storyteller of the augmented experience.
A ball on a stick is a common and simple activity for teaching the phases of the Moon. This activity, like many others in physics and astronomy, gives students a perspective they otherwise could only imagine. For Moon phases, a third person view and control over time allows students to rapidly build a mental model that connects all the moving parts. Computer simulations of many traditional physics and astronomy activities provide new features, controls, or vantage points to enhance learning beyond a hands-on activity. Virtual reality provides the capabilities of computer simulations and embodied cognition experiences through a hands-on activity making it a natural step to improve learning. We recreated the traditional ball-and-stick moon phases activity in virtual reality and compared participant learning using this simulation with using traditional methods. We found a strong participant preference for VR relative to the traditional methods. However, we observed no difference across conditions in average levels of performance on a pre/post knowledge test.