A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories

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Title: A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories
Language: English
Authors: Ren, Shuo
Source: ProQuest LLC. 2019Ph.D. Dissertation, Old Dominion University.
Availability: ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com/en-US/products/dissertations/individuals.shtml
Peer Reviewed: N
Page Count: 139
Publication Date: 2019
Document Type: Dissertations/Theses - Doctoral Dissertations
Descriptors: Educational Technology, Science Laboratories, Computer Simulation, Active Learning, STEM Education, Models, Computer Selection, Computer Software Selection, Selection Criteria, Science Instruction
Abstract: There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers' interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
Abstractor: As Provided
Entry Date: 2020
Access URL: https://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqm&rft_dat=xri:pqdiss:13864411
Accession Number: ED604806
Database: ERIC
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  Data: There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers' interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
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      – Text: English
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        PageCount: 139
    Subjects:
      – SubjectFull: Educational Technology
        Type: general
      – SubjectFull: Science Laboratories
        Type: general
      – SubjectFull: Computer Simulation
        Type: general
      – SubjectFull: Active Learning
        Type: general
      – SubjectFull: STEM Education
        Type: general
      – SubjectFull: Models
        Type: general
      – SubjectFull: Computer Selection
        Type: general
      – SubjectFull: Computer Software Selection
        Type: general
      – SubjectFull: Selection Criteria
        Type: general
      – SubjectFull: Science Instruction
        Type: general
    Titles:
      – TitleFull: A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories
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