About: Computers & Education: X Reality is an academic journal. The journal publishes majorly in the area(s): Computer science & Virtual reality. It has an ISSN identifier of 2949-6780.. The journal is also known as: Comput Educ X Real.
TL;DR: Real-time hand interaction and self-directed learning using machine learning agents in immersive learning environments can improve hands-on learning motivation and training in science and engineering education.
Abstract: Integration of extended reality (XR) in education is becoming popular to transform the traditional classroom with immersive learning environments. The adoption of immersive learning is accelerating as an innovative approach for science and engineering subjects. With new powerful interaction techniques in XR and the latest developments in artificial intelligence, interactive and self-directed learning are becoming important. However, there is a lack of research exploring these emerging technologies research with kinesthetic learning or “hands-one learning" as a pedagogical approach using real-time hand interaction and agent-guided learning in immersive environments. This paper proposes a novel approach that uses machine learning agents to facilitate interactive kinesthetic learning in science and engineering education through real-time hand interaction in the virtual world. To implement the following approach, this paper uses a chemistry-related case study and presents a usability evaluation conducted with 15 expert reviewers and 2 subject experts. NASA task load index is used for cognitive workload measurement, and the technology acceptance model is used for measuring perceived ease of use and perceived usefulness in the evaluations. The evaluation with expert reviewers proposed self-directed learning using trained agents can help in the end-user training in learning technical topics and controller-free hand interaction for kinesthetic tasks can improve hands-on learning motivation in virtual laboratories. This success points to a novel research area where agents embodied in an immersive environment using machine learning techniques can forge a new pedagogical approach where they can act as both teacher and assessor.
Md. Shahinur Alam, Jason Lamberton, Qianqian Wang, Carly Leannah, Sarah Miller, Joseph Palagano, Myles de Bastion, Heather L. Smith, Melissa Malzkuhn, Lorna C. Quandt
TL;DR: A VR ASL learning platform with deep-learning driven sign recognition. The platform uses advanced motion-capture technology to create an expressive ASL teaching avatar and incorporates a deep learning model for sign recognition.
Abstract: We developed an American Sign Language (ASL) learning platform in a Virtual Reality (VR) environment to facilitate immersive interaction and real-time feedback for ASL learners. We describe the first game to use an interactive teaching style in which users learn from a fluent signing avatar and the first implementation of ASL sign recognition using deep learning within the VR environment. Advanced motion-capture technology powers an expressive ASL teaching avatar within an immersive three-dimensional environment. The teacher demonstrates an ASL sign for an object, prompting the user to copy the sign. Upon the user's signing, a third-party plugin executes the sign recognition process alongside a deep learning model. Depending on the accuracy of a user's sign production, the avatar repeats the sign or introduces a new one. We gathered a 3D VR ASL dataset from fifteen diverse participants to power the sign recognition model. The proposed deep learning model's training, validation, and test accuracy are 90.12%, 89.37%, and 86.66%, respectively. The functional prototype can teach sign language vocabulary and be successfully adapted as an interactive ASL learning platform in VR.