top of page

LearnIoTVR: An End-to-end Virtual Reality Environment Providing Authentic Learning Experiences for Internet of Things

This is a Paragraph. Click on "Edit Text" or double click on the text box to start editing the content and make sure to add any relevant details or information that you want to share with your visitors.

Zhu, Z., Liu, Z., Zhang, Y., Zhu, L., Huang, J., Villanueva, A. M., Peppler, K., and Ramani, K. 2022. MechARspace: An Authoring System Enabling Bidirectional Binding of AR with Toys in Real-time. Proceedings of the ACM Symposium on User Interface Software and Technology (UIST 2022). 

DOI: https://dl.acm.org/doi/10.1145/3544548.3581396

Abstract:

The rapid growth of Internet-of-Things (IoT) applications has generated interest from many industries and a need for graduates with relevant knowledge. An IoT system is comprised of spatially distributed interactions between humans and various interconnected IoT components. These interactions are contextualized within their ambient environment, thus impeding educators from recreating authentic tasks for hands-on IoT learning. We propose LearnIoTVR, an end-to-end virtual reality (VR) learning environment which helps students to acquire IoT knowledge through immersive design, programming, and exploration of real-world environments empowered by IoT (e.g., a smart house). The students start the learning process by installing virtual IoT components we created in different locations inside the VR environment so that the learning will be situated in the same context where the IoT is applied. With our custom-designed 3D block-based language, students can program IoT behaviors directly within VR and get immediate feedback on their programming outcome. In the user study, we evaluated the learning outcomes among students using LearnIoTVR with a pre- and post-test to understand to what extent does engagement in LearnIoTVR lead to gains in learning programming skills and IoT competencies. Additionally, we examined what aspects of LearnIoTVR support usability and learning of programming skills compared to a traditional desktop-based learning environment. The results from these studies were promising. We also acquired insightful user feedback which provides inspiration for further expansions of this system.

bottom of page