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‫ﻧﺎﻋﻤﯽ‬ ‫اﻃﻬﺮ‬ :‫دﻫﻨﺪه‬ ‫اراﺋﻪ‬
‫ﻣﺘﺎورس‬ ‫و‬ ‫داﻧﺶ‬ ‫ﻣﺪﯾﺮﯾﺖ‬
Immersive
Learning
&…
Metaverse
Knowledge
Management
:‫ﻣﻘﺎﻟﻪ‬ 20 ‫ﺑﯿﻦ‬ ‫از‬ ‫ﮔﺰﯾﻨﺶ‬
‫ﻣﺮوري‬ ‫ﻣﻘﺎﻟﻪ‬ 2
‫ﻣﻮردي‬ ‫ﻣﻄﺎﻟﻌﻪ‬ 1
Immersive Experince
Augmented Reality - AR
Virtual Reality - VR
Head Mounted Displays
HMD
VR Gloves
Mixed Reality - MR
XR = AR+MR+VR
Rehabilitate on the back of a Gryphon
Surgeons practice with Underground
https://thepeakperformancecenter.com/
Summary
86 articles on VR-SGs for education or training
New high-quality affordable hardware and software media for VR since 2015
VR applications that involve learning and knowledge dissemination : educational purposes
VR applications for industry and sports : skills training . Important work remains to be done for eduation
Medicine: Very mature sector. Both kinds of applications for hospital staff - Eduation & Training
HMD for education : Oculus Rift > HTC Vive - Lower price and easier con
fi
guration
HMD for Training : HTC Vive > Oculus Rift - Better capabilities in video games of the explorative interaction type.
Game engine : Unity 3D > Unreal Engine
The interactive experience : Immersion feeling > Passive experiences : Limited, Less learning and skill improvements.
Summary
Two common key factors : User satisfaction, indicator (learning rate or skills improvement)
Explorative interaction VR-experiences : CAVEs and High-quality HMDs
Passive experiences : Cardboards
Two main evaluation systems : Questionnaires & Recorded data
The target audience : Very limited size, due to the high cost of the hardware
The reference group : None or limited size
User satisfaction in all the articles that were surveyed: The VR-SG experience > Other learning methodologies.
Higher user satisfaction ==> Higher learning rates or skills improvement
Only 30% of the studies really demonstrated that: VR-SGs enhanced learning and training
10% of the studies : No clear advantage
==> Very open research topic
Students not suf
fi
ciently familiar with the interfaces to bene
fi
t from the full potential for learning and training.
==> Should therefore include an extensive pre-training stage
Self-Ask
Spell Book
Saving Time
Socrates
Messy Process
Pedagogical Tools
Summary
In around half of cognitive studies: A learning bene
fi
t. Especially : Highly complex or conceptual problems required.
Many studies : No signi
fi
cant bene
fi
t of using I-VR over less immersive technology
A small number: Detrimental effects on learning outcomes
Virtual skill acquisition could be transferred successfully to real world problems and scenarios.
One of the most advantageous bene
fi
ts : The ability to repeatedly practice a procedure in a safe environment, expending little
resources
Metaverse Framework
ELEM Framework
Summary
The metaverse framework is also used to ensure using all the capabilities of the metaverse at once.
ELEM is proposed for easily running E-Learning applications on the metaverse.
ELEM merges many E-Learning and virtual learning environments with connecting the metaverse special technologies to
accomplish the processes effectively.
.‫ﺳﭙﺎﺳﮕﺰارم‬ ‫ﺷﻤﺎ‬ ‫ﺗﻮﺟﻪ‬ ‫از‬

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Knowledge Management & Metaverse.pdf

  • 1. ‫ﻧﺎﻋﻤﯽ‬ ‫اﻃﻬﺮ‬ :‫دﻫﻨﺪه‬ ‫اراﺋﻪ‬ ‫ﻣﺘﺎورس‬ ‫و‬ ‫داﻧﺶ‬ ‫ﻣﺪﯾﺮﯾﺖ‬
  • 2.
  • 4. :‫ﻣﻘﺎﻟﻪ‬ 20 ‫ﺑﯿﻦ‬ ‫از‬ ‫ﮔﺰﯾﻨﺶ‬ ‫ﻣﺮوري‬ ‫ﻣﻘﺎﻟﻪ‬ 2 ‫ﻣﻮردي‬ ‫ﻣﻄﺎﻟﻌﻪ‬ 1
  • 7. Virtual Reality - VR Head Mounted Displays HMD
  • 11.
  • 12. Rehabilitate on the back of a Gryphon Surgeons practice with Underground
  • 13.
  • 15. Summary 86 articles on VR-SGs for education or training New high-quality affordable hardware and software media for VR since 2015 VR applications that involve learning and knowledge dissemination : educational purposes VR applications for industry and sports : skills training . Important work remains to be done for eduation Medicine: Very mature sector. Both kinds of applications for hospital staff - Eduation & Training HMD for education : Oculus Rift > HTC Vive - Lower price and easier con fi guration HMD for Training : HTC Vive > Oculus Rift - Better capabilities in video games of the explorative interaction type. Game engine : Unity 3D > Unreal Engine The interactive experience : Immersion feeling > Passive experiences : Limited, Less learning and skill improvements.
  • 16. Summary Two common key factors : User satisfaction, indicator (learning rate or skills improvement) Explorative interaction VR-experiences : CAVEs and High-quality HMDs Passive experiences : Cardboards Two main evaluation systems : Questionnaires & Recorded data The target audience : Very limited size, due to the high cost of the hardware The reference group : None or limited size User satisfaction in all the articles that were surveyed: The VR-SG experience > Other learning methodologies. Higher user satisfaction ==> Higher learning rates or skills improvement Only 30% of the studies really demonstrated that: VR-SGs enhanced learning and training 10% of the studies : No clear advantage ==> Very open research topic Students not suf fi ciently familiar with the interfaces to bene fi t from the full potential for learning and training. ==> Should therefore include an extensive pre-training stage
  • 17.
  • 19. Summary In around half of cognitive studies: A learning bene fi t. Especially : Highly complex or conceptual problems required. Many studies : No signi fi cant bene fi t of using I-VR over less immersive technology A small number: Detrimental effects on learning outcomes Virtual skill acquisition could be transferred successfully to real world problems and scenarios. One of the most advantageous bene fi ts : The ability to repeatedly practice a procedure in a safe environment, expending little resources
  • 20.
  • 23. Summary The metaverse framework is also used to ensure using all the capabilities of the metaverse at once. ELEM is proposed for easily running E-Learning applications on the metaverse. ELEM merges many E-Learning and virtual learning environments with connecting the metaverse special technologies to accomplish the processes effectively.