Designing a Multi-User Virtual Reality Lecture System
University Course: Virtual Reality
Collaborators: Isaiah McClean, Urszula Kulon, Ekaterina Ladokhina
Virtual Reality offers an unparalleled ability to engage multiple senses in an immersive environment, making it a powerful educational tool. This project aimed to design a multi-user VR lecture system to address the challenges of remote learning and enhance engagement, interactivity, and user satisfaction for students and educators.
Problem Statement
Remote learning during the COVID-19 pandemic revealed limitations in existing platforms. Students often reported feelings of isolation, lack of engagement, and difficulty understanding content delivered in static, non-interactive formats. Our challenge was to design a VR system that:
Enhances user engagement.
Supports collaborative and individual learning needs.
Bridges the gap between traditional education methods and immersive technology.
Research and Insights
Methodology
We conducted user-centered research to understand students' and educators' needs and pain points. Methods included:
Semi-structured interviews with 4 participants (students and a professor).
Surveys were distributed to Bauhaus University Weimar students.
Benchmark analysis of existing VR platforms such as Mozilla Hubs, Oculus Workrooms, and Engage VR.
Key Findings
Engagement: 63% of students reported boredom during lectures due to a lack of interactivity.
Hardware Challenges: 67% faced issues with the setup and usability of VR headsets.
Anonymity: Students expressed reluctance to participate in forums or live sessions without anonymous options.
Collaboration Needs: Participants emphasised the importance of tools for group discussions and hands-on learning.
Proposed Solution
We conceptualised a VR lecture system emphasising immersive spaces, interactive tools, and user-friendly navigation to create a seamless educational experience. The architecture includes the following:
Immersive Spaces
Hub: A central area for socialising and accessing lecture halls, breakout rooms, and the library.
Lecture Hall: Customisable layouts (traditional, vineyard, or first-person) to suit different teaching methods.
Lab and Breakout Rooms: Spaces for group collaboration and hands-on exercises.
Library: A private study area with access to tutorials, assignments, and multimedia materials.
Interaction Features
Whiteboard: Supports collaborative annotations, live video, and screen sharing.
Avatars: Semi-anonymous customisable avatars to enhance comfort and engagement.
Reward System: Points for participation and task completion are redeemable for avatar upgrades.
Participation Modes
HMD Mode: Full immersion using VR headsets.
Desktop Mode: Accessibility for users without VR hardware, enabling participation via a web browser.
Design Process
1. What are the limiting factors when teaching and learning in a multi-user VR system?
2. How can immersive materials improve engagement and learning outcomes?
3. What techniques encourage interactivity and collaboration in a VR environment?
System Architecture Highlights
Navigation: Teleportation and desktop keyboard navigation to minimise disorientation.
Layouts: Flexible room arrangements to suit diverse teaching styles.
Avatars: Integration of anonymity modes to foster participation.
Gamification: Use quizzes, polls, and reward systems to sustain student engagement.
Testing and Evaluation
We proposed iterative evaluations and tests with students and professors:
Security Testing: A series of tests to prevent data loss or privacy issues with lecture content and students' and staff's data and information.
Accessibility Testing: Due to several issues with HMDs and being in an immersive environment, we suggest testing to reduce discomfort and guarantee fast and natural navigation.
Semi-Structured Interviews
System Usability Scale (SUS): Measured intuitiveness and satisfaction.
NASA TLX (Task Load Index): Assessed mental demand and user effort.
Key Takeaways
This project showcased the potential of VR to transform remote learning by:
• Increasing engagement through interactive environments.
• Providing tools for both collaboration and independent study.
• Offering flexible participation modes for inclusivity.
Collaboration Matters
Designing for teamwork enhances the learning experience.
Empathy in Design
Addressing user emotions, such as anxiety, lack of connection, and anonymity, fosters greater participation.
Iterative Testing
Continuous feedback is essential for refining innovative solutions.