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Identifying Immersive Environments’
most relevant Research Topics:
An Instrument to query Researchers and Practitioners
Horácio Gaspar, Leonel Morgado, Henrique Mamede, Baltasar Manjón, Christian Gütl
Can we reach
widespread adoption of
immersive environments?
Our Sicily isn’t old enough!
Sorry, Michael!
Damocles doesn’t
look too happy, in
spite of all the
luxury…
Perhaps due
to the sword
hanging over
his head?
Context and its
awareness change
everything.
Immersive learning
traditionally means
role-playing and other
physical simulations, field
trips, internships, etc.
A sword & horse hair
worked for Damocles.
Immersive technology
can take it further.
“The Sword of
Damocles” was the
VR/AR system of
inventor Ivan
Sutherland.
Which was
so heavy it
hanged over
his head!
…showing
wireframe
shapes.
Most of what you hear and
see about VR/AR today,
including touch… Ivan
thought of it back then.
And by the 1980s this
was being used for
learning (training)
purposes at NASA.
10
Q_GOP_DM_02_V1.1
However, the 80s
were hardly the best
decade for reasonable
approaches to tech….
5 frames / second
Heavy gear
Nauseas
Headaches
…so it didn’t
really work!
Consumer AR/VR got lost in its own
desert storm of lack of credibility…
And soon after
the actual
Desert Storm
(Gulf War)…
…but something happened
then that VR did not intend…
…it was picked up by the most
unlikely creatures imaginable…
Poor graphics (vs.
competition), poor
processing… but
you could move and
hit stuff. Huge hit!
Competitors
sprouted!
Another creature:
the PSP camera and
its succesful game
of AR beasts.
Everyone has some
AR device now.
(But mostly for
professional use.)
Third unforeseen
creature: cheap
screens and
computing.
Which prompted a
guy to say we now
could make a decent
VR headset.
2160x1200 pixels
(1080x1200 / eye)
@ 90 Hz
Weight: 470 g
3-axis rotational tracking +
3-axis positional tracking)
110° field of view
And he was
right!
Competitors
sprouted!
And games
actually look
good and play
well!
…but
improbability
drives the
world…
And so it did.
Who’d have
guessed it?
Technology isn’t
static.
Technology isn’t
“done”. Technology isn’t
planned or linear
Technology isn’t
static.
But lots of Learning research
assumes so!
Games
Studies
Computer
Science
Learning
Sciences
Immersive
Learning
Research
Immersive Learning Research
combines – consciously –
different fields.
So a field must IMPACT
others, not just “use” them.
Immersive Learning Researchers should seek to impact
the CHANGE of technology.
- Not just study its “effects”, “impact”, or “use”.
1
Access
3
Deployment
2
Production
Baseline:
technological
challenges for
widespread adoption
Technology Challenges of Virtual Worlds in Education and Training - Research Directions
http://repositorio.utad.pt//handle/10348/2787
1
Access
3
Deployment
2
Production
Interligação
Software
Networks
Interconnection
1
Access
3
Deployment
2
Production
Tools for developers
Tools for everyone
1
Access
3
Deployment
2
Production
MULTIS
http://beaconing.eu/
1
Access
3
Deployment
2
Production
MULTIS
Make it FEASIBLE for any
educator or student to use
immersive environments
anyday, anytime, often, and
yearlong.
Not just occasionally, as a
gimmick or only in
the hands of enthusiasts!
1
Access
3
Deployment
2
Production
What’s the relevance
or priority of doing
research for each
challenge?
Setup
Tentative
questionnaire
Population
Scope:
immersive
learning
researchers
Expert validation
British U,
computing, male, h-
índex 19
USA U, Educational
Tech, male, h-index
8
Continental Europe
U, Game Studies,
female, h-índex 8
USA U, Learning
Sciences, female, h-
índex 37
Reviewer of
iLRN2018, self-
reported confidence
3 (medium)
Expert 1
Expert 2
Expert 3
Expert 4
Expert 5
Expert review
interactions
Outcomes – Four types of feedback
• Structural - visual organization of the questionnaire.
• Context clarification - aspects which could be misunderstood
by researchers from fields other than computer science;
•Ambiguity - aspects which could lead to differences of
interpretation and subsequent impact on meaningfulness of
answers.
•Missing aspects - new questions which may be relevant
Final instrument – appendix to the paper
Early results applying it to the iLRN community
0 2 4 6 8 10 12 14 16 18 20
Studying the consequences for the learning context of adopting
immersive environments based on client-server vs. peer-to-peer
networking.
Analysing which immersive learning environments would benefit
from the decentralized storage and computational workload provided
by peer-to-peer, and which would be harmed by it.
Analysing which educational management methods for teach-ers,
trainers, and educational organizations using immersive
environments would these alter-native network models imply.
Researching aspects impacting the daily work of network ad-
ministrators, such as network behaviour of immersive envi-ronments
(configurations, per-formance impact, security, costs).
Researching the relationship between network behaviour of
immersive environments (con-figurations, performance impact,
security, costs) and specific ed-ucational activities.
Accessing Immersive Environments: networking
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Early results applying it to the iLRN community
0 5 10 15 20 25
Identifying the value of being able to use standard browsers for
accessing the immersive envi-ronment rather than installing specific…
Analysing the feasibility of re-quiring the use of applications that need
be installed in users’ or school’s machines.
Studying the risk of software conflicts or hardware shortcom-ings of
immersive environment software.
Identifying security vulnerabili-ties and tactics used for malicious
exploit of these network-aware applications.
Identifying methods to stream-line installation and updating of
immersive environment software.
Identifying methods to manage, monitor, track, and debug immer-
sive environment software.
Studying the operational behav-iour of immersive environments on
Web browsers (e.g., usability, interfaces, vulnerabilities).
Identifying learning contexts where using video streaming can render
immersive environments feasible.
Identifying learning contexts where using video streaming is not
feasible for using immersive environments.
Accessing Immersive Environments: software
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Early results applying it to the iLRN community
0 5 10 15 20 25
Analysing learning implications of immersive environments that
perform “sharding”: users ac-cess different copies of the same
environment, rather than being all together online, to avoid the…
Creating/Identifying technolog-ical solutions to enable re-sources to
be shared across different immersive environ-ments.
Creating/Identifying technolog-ical solutions to enable users to access
different immersive environments without requiring new login
procedures.
Creating/Identifying technolog-ical solutions to enable users’ virtual
personas (i.e. avatars) to access different immersive environments.
Studying scaling and security issues, at the technological level, of
sharing users and re-sources across different immer-sive
environments.
Studying the relevance, for learning contexts, of learning content and
activities in immer-sive environments being tied (locked-in) to a
specific kind of technology, i.e., of not being able to move them to…
Accessing Immersive Environments: interconnection
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Early results applying it to the iLRN community
0 2 4 6 8 10 12 14 16 18
Identifying the impact on tech-nical workload
and project risk of adopting some production
tools over others (for content production by
experts).
Identifying the impact on tech-nical
development flexibility (e.g., changes,
updates) of adopt-ing some production tools
over others (for content production by
experts).
Production: tools for professionals
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Early results applying it to the iLRN community
0 5 10 15 20 25 30
Studying the development pro-cesses of immersive environment content by
non-technical users.
Studying the adequacy of current development tools for immersive
environment content geared to-wards non-technical users.
Designing training methods for development tools of immersive environment
content geared to-wards non-technical users.
Creating/Identifying development tools that enable non-technical users to
create interactive behav-iours for objects in immersive environments.
Creating/Identifying development tools that enable non-technical users to
create interactive virtual characters for immersive envi-ronments.
Creating/Identifying development tools that enable non-technical users to
define virtual characters’ behaviours by demonstrating what is intended and…
Creating/Identifying development tools that enable non-technical users to
create choreographies of groups of virtual characters for immersive…
Creating/Identifying development tools that enable non-technical users to
create interactive stories with multiple virtual characters for immersive…
Creating/Identifying development tools that enable non-technical users to
express higher-level semantics, such as “from home to work”, instead of raw…
Creating/Identifying development tools that enable non-technical users to
produce content collabo-ratively.
Production: tools for end users
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Early results applying it to the iLRN community
0 5 10 15 20 25 30
Creating/Identifying solutions for tracking student progress while doing assignments in
immersive environments.
Creating/Identifying solutions for teachers/trainers to be able to identify learning support
needs and provide extra resources di-rectly within immersive environ-ments.
Creating/Identifying solutions for learning management systems collect student assessment
data from immersive environments.
Creating/Identifying solutions for learning management systems to provide feedback and
guidance to learners directly within immer-sive environments.
Creating/Identifying solutions enabling learning management systems to manipulate the
content of the immersive environment.
Creating/Identifying solutions enabling learning management systems to adjust tasks within
an immersive environment accord-ing to the learner’s knowledge or skill levels.
Ascertaining the sets of require-ments for improving the integra-tion of immersive
environments with learning management sys-tems.
Creating/Identifying solutions for recording what happens within an immersive environment
from the users’ perspective.
Creating/Identifying solutions for recording what happens within an immersive environment
from a user-independent perspective.
Identifying technical support staff training needs to support the de-ployment of immersive
environ-ments at organizations.
Ensuring that all users within an immersive environment witness the same occurrences at the
same time.
Deployment: integration with LMS
Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
Demographics
Please contribute to this survey,
(link in your e-mail), help identify
the research priorities of iLRN.
Leonel.Morgado@uab.pt

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Identifying Immersive Environments’ most relevant Research Topics: an Instrument to query Researchers and Practitioners

  • 1. Identifying Immersive Environments’ most relevant Research Topics: An Instrument to query Researchers and Practitioners Horácio Gaspar, Leonel Morgado, Henrique Mamede, Baltasar Manjón, Christian Gütl
  • 2. Can we reach widespread adoption of immersive environments?
  • 3. Our Sicily isn’t old enough! Sorry, Michael!
  • 4. Damocles doesn’t look too happy, in spite of all the luxury…
  • 5. Perhaps due to the sword hanging over his head? Context and its awareness change everything.
  • 6. Immersive learning traditionally means role-playing and other physical simulations, field trips, internships, etc. A sword & horse hair worked for Damocles. Immersive technology can take it further.
  • 7. “The Sword of Damocles” was the VR/AR system of inventor Ivan Sutherland.
  • 8. Which was so heavy it hanged over his head! …showing wireframe shapes. Most of what you hear and see about VR/AR today, including touch… Ivan thought of it back then.
  • 9. And by the 1980s this was being used for learning (training) purposes at NASA.
  • 10. 10 Q_GOP_DM_02_V1.1 However, the 80s were hardly the best decade for reasonable approaches to tech….
  • 11. 5 frames / second Heavy gear Nauseas Headaches …so it didn’t really work!
  • 12. Consumer AR/VR got lost in its own desert storm of lack of credibility… And soon after the actual Desert Storm (Gulf War)…
  • 13. …but something happened then that VR did not intend… …it was picked up by the most unlikely creatures imaginable…
  • 14. Poor graphics (vs. competition), poor processing… but you could move and hit stuff. Huge hit!
  • 16. Another creature: the PSP camera and its succesful game of AR beasts.
  • 17. Everyone has some AR device now. (But mostly for professional use.)
  • 19. Which prompted a guy to say we now could make a decent VR headset.
  • 20. 2160x1200 pixels (1080x1200 / eye) @ 90 Hz Weight: 470 g 3-axis rotational tracking + 3-axis positional tracking) 110° field of view And he was right!
  • 25. Technology isn’t static. Technology isn’t “done”. Technology isn’t planned or linear
  • 26. Technology isn’t static. But lots of Learning research assumes so!
  • 27. Games Studies Computer Science Learning Sciences Immersive Learning Research Immersive Learning Research combines – consciously – different fields. So a field must IMPACT others, not just “use” them.
  • 28. Immersive Learning Researchers should seek to impact the CHANGE of technology. - Not just study its “effects”, “impact”, or “use”.
  • 29. 1 Access 3 Deployment 2 Production Baseline: technological challenges for widespread adoption Technology Challenges of Virtual Worlds in Education and Training - Research Directions http://repositorio.utad.pt//handle/10348/2787
  • 33. 1 Access 3 Deployment 2 Production MULTIS Make it FEASIBLE for any educator or student to use immersive environments anyday, anytime, often, and yearlong. Not just occasionally, as a gimmick or only in the hands of enthusiasts!
  • 34. 1 Access 3 Deployment 2 Production What’s the relevance or priority of doing research for each challenge?
  • 36. Expert validation British U, computing, male, h- índex 19 USA U, Educational Tech, male, h-index 8 Continental Europe U, Game Studies, female, h-índex 8 USA U, Learning Sciences, female, h- índex 37 Reviewer of iLRN2018, self- reported confidence 3 (medium) Expert 1 Expert 2 Expert 3 Expert 4 Expert 5 Expert review interactions
  • 37. Outcomes – Four types of feedback • Structural - visual organization of the questionnaire. • Context clarification - aspects which could be misunderstood by researchers from fields other than computer science; •Ambiguity - aspects which could lead to differences of interpretation and subsequent impact on meaningfulness of answers. •Missing aspects - new questions which may be relevant
  • 38. Final instrument – appendix to the paper
  • 39. Early results applying it to the iLRN community 0 2 4 6 8 10 12 14 16 18 20 Studying the consequences for the learning context of adopting immersive environments based on client-server vs. peer-to-peer networking. Analysing which immersive learning environments would benefit from the decentralized storage and computational workload provided by peer-to-peer, and which would be harmed by it. Analysing which educational management methods for teach-ers, trainers, and educational organizations using immersive environments would these alter-native network models imply. Researching aspects impacting the daily work of network ad- ministrators, such as network behaviour of immersive envi-ronments (configurations, per-formance impact, security, costs). Researching the relationship between network behaviour of immersive environments (con-figurations, performance impact, security, costs) and specific ed-ucational activities. Accessing Immersive Environments: networking Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 40. Early results applying it to the iLRN community 0 5 10 15 20 25 Identifying the value of being able to use standard browsers for accessing the immersive envi-ronment rather than installing specific… Analysing the feasibility of re-quiring the use of applications that need be installed in users’ or school’s machines. Studying the risk of software conflicts or hardware shortcom-ings of immersive environment software. Identifying security vulnerabili-ties and tactics used for malicious exploit of these network-aware applications. Identifying methods to stream-line installation and updating of immersive environment software. Identifying methods to manage, monitor, track, and debug immer- sive environment software. Studying the operational behav-iour of immersive environments on Web browsers (e.g., usability, interfaces, vulnerabilities). Identifying learning contexts where using video streaming can render immersive environments feasible. Identifying learning contexts where using video streaming is not feasible for using immersive environments. Accessing Immersive Environments: software Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 41. Early results applying it to the iLRN community 0 5 10 15 20 25 Analysing learning implications of immersive environments that perform “sharding”: users ac-cess different copies of the same environment, rather than being all together online, to avoid the… Creating/Identifying technolog-ical solutions to enable re-sources to be shared across different immersive environ-ments. Creating/Identifying technolog-ical solutions to enable users to access different immersive environments without requiring new login procedures. Creating/Identifying technolog-ical solutions to enable users’ virtual personas (i.e. avatars) to access different immersive environments. Studying scaling and security issues, at the technological level, of sharing users and re-sources across different immer-sive environments. Studying the relevance, for learning contexts, of learning content and activities in immer-sive environments being tied (locked-in) to a specific kind of technology, i.e., of not being able to move them to… Accessing Immersive Environments: interconnection Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 42. Early results applying it to the iLRN community 0 2 4 6 8 10 12 14 16 18 Identifying the impact on tech-nical workload and project risk of adopting some production tools over others (for content production by experts). Identifying the impact on tech-nical development flexibility (e.g., changes, updates) of adopt-ing some production tools over others (for content production by experts). Production: tools for professionals Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 43. Early results applying it to the iLRN community 0 5 10 15 20 25 30 Studying the development pro-cesses of immersive environment content by non-technical users. Studying the adequacy of current development tools for immersive environment content geared to-wards non-technical users. Designing training methods for development tools of immersive environment content geared to-wards non-technical users. Creating/Identifying development tools that enable non-technical users to create interactive behav-iours for objects in immersive environments. Creating/Identifying development tools that enable non-technical users to create interactive virtual characters for immersive envi-ronments. Creating/Identifying development tools that enable non-technical users to define virtual characters’ behaviours by demonstrating what is intended and… Creating/Identifying development tools that enable non-technical users to create choreographies of groups of virtual characters for immersive… Creating/Identifying development tools that enable non-technical users to create interactive stories with multiple virtual characters for immersive… Creating/Identifying development tools that enable non-technical users to express higher-level semantics, such as “from home to work”, instead of raw… Creating/Identifying development tools that enable non-technical users to produce content collabo-ratively. Production: tools for end users Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 44. Early results applying it to the iLRN community 0 5 10 15 20 25 30 Creating/Identifying solutions for tracking student progress while doing assignments in immersive environments. Creating/Identifying solutions for teachers/trainers to be able to identify learning support needs and provide extra resources di-rectly within immersive environ-ments. Creating/Identifying solutions for learning management systems collect student assessment data from immersive environments. Creating/Identifying solutions for learning management systems to provide feedback and guidance to learners directly within immer-sive environments. Creating/Identifying solutions enabling learning management systems to manipulate the content of the immersive environment. Creating/Identifying solutions enabling learning management systems to adjust tasks within an immersive environment accord-ing to the learner’s knowledge or skill levels. Ascertaining the sets of require-ments for improving the integra-tion of immersive environments with learning management sys-tems. Creating/Identifying solutions for recording what happens within an immersive environment from the users’ perspective. Creating/Identifying solutions for recording what happens within an immersive environment from a user-independent perspective. Identifying technical support staff training needs to support the de-ployment of immersive environ-ments at organizations. Ensuring that all users within an immersive environment witness the same occurrences at the same time. Deployment: integration with LMS Unsure Extremely relevant Very relevant Somewhat relevant A little relevant Not relevant
  • 46. Please contribute to this survey, (link in your e-mail), help identify the research priorities of iLRN. Leonel.Morgado@uab.pt