grapple - public event eindhoven nl january 22, 2011 slide 1 adaptivity in virtual reality using the...
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GRAPPLE - Public Event Eindhoven NL
January 22, 2011
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Adaptivity in Virtual Reality using the GALE Engine Prof. dr. Olga De Troyer WISE, Vrije Universiteit Brussel
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GRAPPLE - Public Event Eindhoven NL
Content• Virtual Reality • Virtual Reality for Learning & Adaptivity• Realizing Adaptivity in Virtual Reality• Virtual Reality Adaptivity in GRAPPLE• Evaluation Results• Wrap Up
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Virtual Reality (VR) • 3D visualizations
– 3D environment with 3D objects– Objects may have behaviors– User can interact with objects– User can navigate through the
space
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Virtual Reality for Learning • Added value for learning
– 3D visualization may help understanding complex material
– The physical counterpart may not be available, too dangerous, or too expensive
– To simulate social environments and practice social skills
– Much more appealing and motivating than classical learning material
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Virtual Reality for Learning
• Its richness can also become its weakness!– Novice VR users:
• A lot of navigational effort• Overwhelmed
– Experienced VR users:• Distracted
Usability/playability and learning may conflict!• Possible solution:
– Adapt to the individual learner
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Adaptivity for Learning with Virtual Reality
Questions to be answered (Brusilovsky- 1996):
• Why? Which problems could be solved?• To what? What features of the user can be
used as source?• What? Which features of the system can
be adapted?• How? Which techniques and methods can
be used for that?
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Why?Which problems can be solved?As for learning in general:• individualized instruction is superior to the one-size-
fits-all teaching approaches
In addition:• Allows to deal with individual differences with VR-
experience• Solves the conflicts between playability and
learning• Allows to deal will individual differences on other
aspects e.g., culture aspects, disabilities, …January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
To What?
What features of the user can be used as source?
As for text-based learning:– Learning background, learning goals, and learning
progress of the learner
In addition:• VR-experience of the learner• Activities performed in the VR-environment• Individual characteristics of the learner: culture,
disability, …
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
What?Which features of the system can be adapted?• All components of a VR-environment can be
adapted:– Scene– Objects– Behaviors– User Interaction– Communication– Sound
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
How?
• Which techniques and methods can be used for the adaptation?– Adaptation States– Adaptation Strategies
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Adaptation States (1)Adaptation of a single VR component• For Objects:
– Adapt the visual appearance (size, colors, textures, representation)
– Hide or semi-hide the object– Mark the object (spotlight, highlight)– Add annotation (text, figure, sound)
Purpose, e.g.: • To adapt to the learning/VR background• To draw the attention to objects.
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Adaptation States (2)
• For Behaviors and User Interaction:– Enable or disable– Change properties of the behavior
Purpose, e.g.: • To control the learning process and the learner’s
behavior• To simulate different situations.
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Adaptation States (3)
• For Avatars:Note: avatar can be implicit– Change the representation of
an avatar– Change the behavior of an avatar
Purpose, e.g.: • To guide the learner through the VR-Environment• To position the learner in the VR-Environment.
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Adaptation Strategies
Beyond single component adaptationExamples:
– Object filtering– Tour guide– Navigation with resticted interaction– Free Navigation with suggestions
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Example Free Nagivation with Suggestions
January 22, 2011
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GRAPPLE - Public Event Eindhoven NL
Models in the Adaptive Process for VR
January 22, 2011
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Adaptive Process
User Model (Profile)
User VR-Activity
Adaptation Model
Annotated Learning
Resources
GRAPPLE - Public Event Eindhoven NL
VR-Adaptivity in GRAPPLE
January 22, 2011
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GALE(Adaptive Engine)
User Model (Profile)
Adaptation Rules (CAM)
(VR) Resource Repository
Server Side
Browser
VR-Plugin
Client Side
Monitor
Update Component
VRPlayer
Learner
GRAPPLE - Public Event Eindhoven NL
Evaluation Results – Learning
– 51 master students CS• Most participants had no or very little
experience with VR
January 22, 2011
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Usability Acceptance0.00%
10.00%
20.00%
30.00%
40.00%
50.00%
60.00%
70.00%
% of Positive Feedback% of Negative Feedback
GRAPPLE - Public Event Eindhoven NL
Evaluation Results –Learning (2)
– Positive feedback• Appreciation of VR as learning aid• Appreciation for combination of hypertext and VR
– Negative feedback• Problems with navigating, using VR controls• Separation between hypertext and VR part • Lack of information/feedback on what happens
– Recommendations• Better synchronization between hypertext and VR• Complete integration of hypertext into VR
January 22, 2011
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