XR4ED: An Extended Reality Platform for Education

被引:2
作者
Liarokapis, Fotis [1 ]
Milata, Vaclav [2 ]
Ponton, Jose Luis [3 ]
Pelechano, Nuria [3 ]
Zacharatos, Haris [4 ]
机构
[1] CYENS Ctr Excellence, Extended Experiences, CY-1016 Nicosia, Cyprus
[2] CYENS Ctr Excellence, CY-1016 Nicosia, Cyprus
[3] Univ Politecn Cataluna, E-08034 Barcelona, Spain
[4] CELLOCK, CY-2018 Nicosia, Cyprus
基金
欧盟地平线“2020”;
关键词
Education; Extended reality; Virtual reality; Market opportunities; Virtual environments; Learning systems; Performance evaluation; Avatars; Scenario generation;
D O I
10.1109/MCG.2024.3406139
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Recent developments in extended reality (XR) are already demonstrating the benefits of this technology in the educational sector. Unfortunately, educators may not be familiar with XR technology and may find it difficult to adopt this technology in their classrooms. This article presents the overall architecture and objectives of an EU-funded project dedicated to XR for education, called Extended Reality for Education (XR4ED). The goal of the project is to provide a platform, where educators will be able to build XR teaching experiences without the need to have programming or 3-D modeling expertise. The platform will provide the users with a marketplace to obtain, for example, 3-D models, avatars, and scenarios; graphical user interfaces to author new teaching environments; and communication channels to allow for collaborative virtual reality (VR). This article describes the platform and focuses on a key aspect of collaborative and social XR, which is the use of avatars. We show initial results on a) a marketplace which is used for populating educational content into XR environments, b) an intelligent augmented reality assistant that communicates between nonplayer characters and learners, and c) self-avatars providing nonverbal communication in collaborative VR.
引用
收藏
页码:79 / 88
页数:10
相关论文
共 15 条
  • [1] Buttner Michael, 2015, Proc. of Nucl. ai, V1, P2
  • [2] Friston Sebastian, 2021, VRST, V6, DOI [10.1145/3489849.3489871, DOI 10.1145/3489849.3489871]
  • [3] The Rocketbox Library and the Utility of Freely Available Rigged Avatars
    Gonzalez-Franco, Mar
    Ofek, Eyal
    Pan, Ye
    Antley, Angus
    Steed, Anthony
    Spanlang, Bernhard
    Maselli, Antonella
    Banakou, Domna
    Pelechano, Nuria
    Orts-Escolano, Sergio
    Orvalho, Veronica
    Trutoiu, Laura
    Wojcik, Markus
    Sanchez-Vives, Maria V. V.
    Bailenson, Jeremy
    Slater, Mel
    Lanier, Jaron
    [J]. FRONTIERS IN VIRTUAL REALITY, 2020, 1
  • [4] Model of Illusions and Virtual Reality
    Gonzalez-Franco, Mar
    Lanier, Jaron
    [J]. FRONTIERS IN PSYCHOLOGY, 2017, 8
  • [5] The Sense of Embodiment in Virtual Reality
    Kilteni, Konstantina
    Groten, Raphaela
    Slater, Mel
    [J]. PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2012, 21 (04) : 373 - 387
  • [6] Krejsa J., 2021, P IEEE C GAM, P1, DOI [10.1109/CoG52621.2021.9619128, DOI 10.1109/COG52621.2021.9619128]
  • [7] Krejsa J., 2018, P 2018 10 INT C VIRT, P1, DOI [10.1109/VS-Games.2018.8493406, DOI 10.1109/VS-GAMES.2018.8493406]
  • [8] Liarokapis F., 2010, Proceedingsof the 31st Annual Conference of the European Association for Computer Graphics, Eurographics 2010Education Papers, Norrkping,Sweden, May 37, 2010, P9, DOI [10.2312/eged.20101010, DOI 10.2312/EGED.20101010]
  • [9] Martinez Jose Luis Ponton, 2022, EUROPEAN ASS COMPUTE, P77
  • [10] QuickVR: A standard library for virtual embodiment in unity
    Oliva, Ramon
    Beacco, Alejandro
    Navarro, Xavi
    Slater, Mel
    [J]. FRONTIERS IN VIRTUAL REALITY, 2022, 3