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SienceSpace Virtual Realities for Learning Complex and Abstract Scientific Concepts Motivation    Students should be able to intuitively understand the natural world function before given the formal representation and reasoning scientists use Enable students to predict the behavior of objects in the universe is more important that teaching to manipulate equations VR interface can potentially complement existing approaches to science instruction   The student can become a part of the phenomena The student gain direct experiential intuitions about how the natural world operates Goal  Enhance learning difficult and abstract material by multisensory immersion:  based on 3D representation  multiple perspective and frames of reference  a multimodal interface  simultaneous visual, auditory and haptic feedback  types of interaction unavailable in real world Setup and Basic Concept  Consists of         high-performance graphics workstation with two video output channels a color, stereoscopic head-mounted display a stereo sound system a magnetic tracking system for the head and both hands a 3-D mouse and menu a haptic vest A collection of virtual worlds designed to aid students in mastering challenging concepts in science Immerse students in 3-D microworlds using the visual, auditory, and tactile senses. Students use a virtual hand (controlled by a 3-D mouse) and menus to navigate and manipulate objects in the worlds. Newton World       Investigate the kinematics and dynamics of one-dimensional motion Two balls move and rebound from each other and the walls in a “corridor” Interact using a "virtual hand" and a menu system (access by selecting a small 3Ball) Launch and catch balls of various masses and can "beam" from the ball into and among cameras strategically placed around the corridor Multisensory cues help students experience phenomena (tactile, visual, auditory) Learners can advance from basic to more advanced activities Newton World Maxwell World     Explore electrostatics, leading to the concept of Gauss’ law A cube Menus are attached to the left wrist Students can place pos. or neg. charges into the world  force, electric field lines, potentials, surfaces of equipotential, and lines of electric flux through surfaces can be observed Maxwell World Pauling World  Study molecular structures via a variety of representations  ball-and-stick form  vanderWaals' spheres  "wireframe" backbone  coded sticks  icons that replace repetitive structures  structural data can be read in directly from pdb (protein database) files available on WWW Pauling World 3D iconic representation with some amino acid groups Ball and stick backbone representations of a molecule Space filling representation Wireframe representation of a molecule Evaluation (1/4)  Usability tests  Task completion  Error frequency  Ratings of how easy students found each task  Rankings of the four interaction styles  Comments of students and experimenter observations Evaluation (2/4)  Physics educators surveye  Interactive experinces  Recommendations for improvements  Perceptions of how effective 3D learning environment would be for demonstrating Newtonian physics Evaluation (3/4)  Evaluating for learnability  Thought aloud  Predicted relationships or behaviors  Experienced them  Assessed prediction based on observation  Comparison of usability  Visual cues only  visual and auditory cues  Visual, auditory, and haptic cues Evaluation (4/4)  Results  Students predictions and comments  Usability questionnaires  Interview feedback  Pre- and post-test knowledge Lessons Learned  Challenges in using VR interfaces  Individual differences in interaction style, ability to interact with 3D environment, and susceptibility to simulator sickness  Challenges for lesson administration (students in head-mounted displays can not access written instructions or questions)  Head-mounted displays may cause discomfort for users  Spreading lesson over multiple shorter VR session seems to be more efficient Lessons Learned  Insight about learning and knowledge representation  Multisensory cues direct learners attention to important behaviors and relationships, help better understanding  New representations and perspectives help students developing correct mental models  Multimodal interaction enhance learning, allowing users to use their preferred interaction method (students need not redirect their attention)  Usability can enhance learning, but optimizing usability will not necessary optimize learning Enhancements  Optimizing, evaluating, and translating from laboratory to classroom settings  Geographically remote users share the same workspace  Additional representation, e.g. a scoreboard introducing game-like elements, to enhance motivation