Use of Immersive Environments for Learning in Singapore Schools, 2009–2019: Lessons from a Decade of Scaling and Translation of the Disciplinary Intuitions/Six Learnings Programme

2021 ◽  
pp. 245-267
Author(s):  
Kenneth Y. T. Lim ◽  
Ming-De Yuen ◽  
Ahmed Hazyl Hilmy ◽  
Sheng Yang Chua ◽  
Joshua Lee ◽  
...  
2019 ◽  
Vol 12 (1) ◽  
Author(s):  
Kenneth Y T Lim ◽  
Catia Ferreira

This issue represents the concluding half of an effort to commemorate the occasion and aims to document both the present and emerging state-of-the-art, covering the adoption, design, enaction, scaling and translation of immersive and/or mixed-reality environments for learning, and in other contexts of education.We believe we have achieved our goal. It is our privilege to present you - in this second and concluding part of a two-part special issue of the Journal - four academic papers which together paint a colorful canvas on just how far we have come, from those early tentative steps during which we explored the nexus between immersive environments and learning a decade ago.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Alexander Wilberz ◽  
Dominik Leschtschow ◽  
Christina Trepkowski ◽  
Jens Maiero ◽  
Ernst Kruijff ◽  
...  

Author(s):  
Richen Liu ◽  
Hailong Wang ◽  
Chuyu Zhang ◽  
Xiaojian Chen ◽  
Lijun Wang ◽  
...  

Abstract Motivation Narrative visualization for scientific data explorations can help users better understand the domain knowledge, because narrative visualizations often present a sequence of facts and observations linked together by a unifying theme or argument. Narrative visualization in immersive environments can provide users with an intuitive experience to interactively explore the scientific data, because immersive environments provide a brand new strategy for interactive scientific data visualization and exploration. However, it is challenging to develop narrative scientific visualization in immersive environments. In this paper, we propose an immersive narrative visualization tool to create and customize scientific data explorations for ordinary users with little knowledge about programming on scientific visualization, They are allowed to define POIs (point of interests) conveniently by the handler of an immersive device. Results Automatic exploration animations with narrative annotations can be generated by the gradual transitions between consecutive POI pairs. Besides, interactive slicing can be also controlled by device handler. Evaluations including user study and case study are designed and conducted to show the usability and effectiveness of the proposed tool. Availability Related information can be accessed at: https://dabigtou.github.io/richenliu/


Author(s):  
C. Papadopoulos ◽  
H. Choi ◽  
J. Sinha ◽  
K. Yun ◽  
A. E. Kaufman ◽  
...  

Author(s):  
Denis Bienroth ◽  
Hieu T. Nim ◽  
Dimitar Garkov ◽  
Karsten Klein ◽  
Sabrina Jaeger-Honz ◽  
...  

AbstractSpatially resolved transcriptomics is an emerging class of high-throughput technologies that enable biologists to systematically investigate the expression of genes along with spatial information. Upon data acquisition, one major hurdle is the subsequent interpretation and visualization of the datasets acquired. To address this challenge, VR-Cardiomicsis presented, which is a novel data visualization system with interactive functionalities designed to help biologists interpret spatially resolved transcriptomic datasets. By implementing the system in two separate immersive environments, fish tank virtual reality (FTVR) and head-mounted display virtual reality (HMD-VR), biologists can interact with the data in novel ways not previously possible, such as visually exploring the gene expression patterns of an organ, and comparing genes based on their 3D expression profiles. Further, a biologist-driven use-case is presented, in which immersive environments facilitate biologists to explore and compare the heart expression profiles of different genes.


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