CREATING AN IMMERSIVE VIRTUAL PRESENCE USING THE ENGAGEVR PLATFORM
Background:
Online classes have been a norm and was unavoidable, particularly under the circumstances of the Covid-19 situation. Physical classes were replaced by online classes where educators and students gathered online through a personal computer or a mobile device to keep education going. Video conference tools like Zoom, Microsoft Teams, and Google Meet are commonly used in the interest of the easy-accessibility and cost-friendly. These tools have become a vital medium of communication between educators and students, and among students and peers.
Problem Statements:
With the online classes approach, educators observed the following problems:
Students are not as engaging due to lacking interactive functionality in the video conference tools.
Students have a shorter attention span because spending long hours on a computer screen does not intrigue interest.
Aims:
Conducting online classes using a Virtual Reality (VR) platform called EngageVR.
Objectives:
Introduce the VR platform to students by providing a user guide.
Collect results and responses from students based on their perspectives on the level of immersion and presence experienced.
Analyze the response collected from the students
Added Value to the Process of Teaching and Learning:
Offers a highly immersive learning experience as students can experience 3DoF motion in which one can rotate the head along with the x-axis, y-axis, and z-axis.
Feeling the “presence” in the online classes rather than remotely attending the class through the monitor screen.
Increased students’ interest and attention throughout the lessons as it mimics a physical class setting in which they could interact with and present along with their peers.
Usefulness and Practicality:
Students preferred the EngageVR platform over the conventional tools due to the immersive virtual presence offered.
Sense of bringing lessons outside the classroom in the virtual world while remaining at the current location.
The explorable virtual learning experience offers an ultimate unique sensory learning experience.
Sets a precedence example for future study on virtual presence.
Easy practiced approach as the study is conducted towards students in real life across multiple faculties of Taylor’s University, Subang Jaya, Malaysia.
Commercial Potentials:
Collaborations with XR industries to create intellectual property for content creation customized for multidisciplinary learning.
Marketplace for the 3D environment and monetized from its usage.
Recognition:
Gold Medal Award from International University Carnival on E-Learning (IUCEL) 2022 under the International, Innovation & Design on e-learning (IIDEL) Competition category.
IT Fundamentals Tutorial Session 01 in EngageVR Platform
IT Fundamentals Tutorial Session 02 in EngageVR Platform
IT Fundamentals Session 01 in EngageVR Platform
IT Fundamentals Session 02 in EngageVR Platform