Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education

Fei Yu*, Md. Saifuddin Khalid

*Kontaktforfatter for dette arbejde

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Resumé

The integration of virtual reality (VR) in education, particularly for collaborative activities and feedback, is recently trending with the continuous development of technologies. So, this paper reports a pilot study as part of an ongoing E-learning project to address the questions: 1. how can tertiary education design courses adopt VR systems in student projects in collaboration with external organizations, and 2. what are the perceptions of the students and external organization regarding the use of VR systems for cross-discipline and cross-location collaborative prototyping? The process of VR use for the learning activities are grouped into four categories: 1) introduction of basic features of VR tools (two hours), 2) self-learning/experiencing the tools — HTC Vive headsets with Masterpiece VR, SculptrVR, Google Blocks, and Sketchbox (15-20 hours), 3) co-creating design objects by adopting the selected VR tools — ScuptrVR and Google Blocks (two to four hours), and 4) presentation and get feedback in live VR space — Sketchbox with import models (2X30 min). The students responded that, for the collaborated project with a company based in another city, the VR setup is a great tool for demonstrating 3D models of the designed objects. It shows the detailed view of a product or a concept, it creates useful space for creativity, and it saves time. On the contrary, the technology is still in the early phase for the modelling purpose, still too cartoonish, lacks functions for engineering design, and gives a dizzy feeling. This study involved collocated student teams of engineers and future study should include students of different study programs and campuses working for the same client as part their respective courses.
OriginalsprogEngelsk
Titel18th European Conference on e-Learning (ECEL19)
ForlagAcademic Conferences and Publishing International
StatusAccepteret/In press - 2019
Begivenhed18th European Conference on e-Learning (ECEL19) - Aalborg University, Copenhagen, Denmark, Copenhagen, Danmark
Varighed: 7. nov. 20198. nov. 2019
https://www.academic-conferences.org/conferences/ecel/

Konference

Konference18th European Conference on e-Learning (ECEL19)
LokationAalborg University, Copenhagen, Denmark
LandDanmark
ByCopenhagen
Periode07/11/201908/11/2019
Internetadresse

Fingeraftryk

Virtual reality
Education
Students
Feedback
E-learning
Engineers
Industry

Citer dette

Yu, F., & Khalid, M. S. (Accepteret/In press). Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education. I 18th European Conference on e-Learning (ECEL19) Academic Conferences and Publishing International.
Yu, Fei ; Khalid, Md. Saifuddin. / Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education. 18th European Conference on e-Learning (ECEL19) . Academic Conferences and Publishing International, 2019.
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abstract = "The integration of virtual reality (VR) in education, particularly for collaborative activities and feedback, is recently trending with the continuous development of technologies. So, this paper reports a pilot study as part of an ongoing E-learning project to address the questions: 1. how can tertiary education design courses adopt VR systems in student projects in collaboration with external organizations, and 2. what are the perceptions of the students and external organization regarding the use of VR systems for cross-discipline and cross-location collaborative prototyping? The process of VR use for the learning activities are grouped into four categories: 1) introduction of basic features of VR tools (two hours), 2) self-learning/experiencing the tools — HTC Vive headsets with Masterpiece VR, SculptrVR, Google Blocks, and Sketchbox (15-20 hours), 3) co-creating design objects by adopting the selected VR tools — ScuptrVR and Google Blocks (two to four hours), and 4) presentation and get feedback in live VR space — Sketchbox with import models (2X30 min). The students responded that, for the collaborated project with a company based in another city, the VR setup is a great tool for demonstrating 3D models of the designed objects. It shows the detailed view of a product or a concept, it creates useful space for creativity, and it saves time. On the contrary, the technology is still in the early phase for the modelling purpose, still too cartoonish, lacks functions for engineering design, and gives a dizzy feeling. This study involved collocated student teams of engineers and future study should include students of different study programs and campuses working for the same client as part their respective courses.",
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Yu, F & Khalid, MS 2019, Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education. i 18th European Conference on e-Learning (ECEL19) . Academic Conferences and Publishing International, 18th European Conference on e-Learning (ECEL19) , Copenhagen, Danmark, 07/11/2019.

Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education. / Yu, Fei; Khalid, Md. Saifuddin.

18th European Conference on e-Learning (ECEL19) . Academic Conferences and Publishing International, 2019.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

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T1 - Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education

AU - Yu, Fei

AU - Khalid, Md. Saifuddin

PY - 2019

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AB - The integration of virtual reality (VR) in education, particularly for collaborative activities and feedback, is recently trending with the continuous development of technologies. So, this paper reports a pilot study as part of an ongoing E-learning project to address the questions: 1. how can tertiary education design courses adopt VR systems in student projects in collaboration with external organizations, and 2. what are the perceptions of the students and external organization regarding the use of VR systems for cross-discipline and cross-location collaborative prototyping? The process of VR use for the learning activities are grouped into four categories: 1) introduction of basic features of VR tools (two hours), 2) self-learning/experiencing the tools — HTC Vive headsets with Masterpiece VR, SculptrVR, Google Blocks, and Sketchbox (15-20 hours), 3) co-creating design objects by adopting the selected VR tools — ScuptrVR and Google Blocks (two to four hours), and 4) presentation and get feedback in live VR space — Sketchbox with import models (2X30 min). The students responded that, for the collaborated project with a company based in another city, the VR setup is a great tool for demonstrating 3D models of the designed objects. It shows the detailed view of a product or a concept, it creates useful space for creativity, and it saves time. On the contrary, the technology is still in the early phase for the modelling purpose, still too cartoonish, lacks functions for engineering design, and gives a dizzy feeling. This study involved collocated student teams of engineers and future study should include students of different study programs and campuses working for the same client as part their respective courses.

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BT - 18th European Conference on e-Learning (ECEL19)

PB - Academic Conferences and Publishing International

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Yu F, Khalid MS. Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual Reality in Higher Education. I 18th European Conference on e-Learning (ECEL19) . Academic Conferences and Publishing International. 2019