Description: Learning and teaching science, technology, engineering, and mathematics (STEM) has its own unique set of difficulties in secondary and higher education. This is in part due to the abstract nature of concepts in STEM disciplines and the wide range of issues, such as cognitive load, required spatial thinking, and the necessity for experiential and hands-on learning. Most STEM-related fields require laboratory courses that are essential for providing students with the opportunity to interact with and gain experience using scientific equipment, expensive instruments, and equipment available in science labs. Virtual Reality (VR) is a potentially suitable tool to support STEM education, where users can learn about complex concepts by conducting experiments (physics, chemistry) in a safe and inexpensive 3D virtual environment. With the introduction of consumer-oriented VR devices such as Meta Quest, high-speed, low-latency access networks (e.g., 5G, satellite broadband networks), VR technology has become more affordable and accessible than ever before. The goal of this project is to develop immersive learning environments for STEM education.
Publications
Iwai Wataru, Tetsuhito Oorui, Duc Nguyen, "A Networked Virtual Reality System for Real-Time Immersive Learning", in 2024 IEEE 13th Global Conference on Consumer Electronics (GCCE), Kitakyushu, Japan, Oct. 2024, pp. 1127-1128, doi: 10.1109/GCCE62371.2024.10760577.
Wataru Iwai, Tetsuto Oorui, Duc Nguyen, "Development of a System for Conducting Classes in Virtual Reality Environment" in Proc. The 28th Annual Conference of the Virtual Reality Society of Japan, Sep. 2023, Tokyo, Japan. [pdf]
Duc Nguyen, Shibasaki Takara, Yaginuma Manato, "Impacts of Update Frequency to User Experience in Collaborative Virtual Environments", 18th IEEE Symposium on Broadband Multimedia Systems and Broadcasting, June 2023, Beijing, China. [pdf]