skip to main content


Title: Immersive virtual environment for scale cognition and learning: Expert-based evaluation for balancing usability versus cognitive theories
While scale cognition and learning is a crosscutting concept that pervades science and can aid students in making connections across disciplines, students struggle to conceptualize and consider scales that go far beyond their everyday world experience. Virtual reality technology affords embodied learning experiences, which enable students to physically engage in learning activities in an environment with rich information. Scale Worlds is a virtual learning environment implemented in an immersive CAVE, which portrays scientific entities of a wide range of sizes. A user can scale themself up or down by powers of ten, in order to experience entities from an atom to the Sun. This paper reports on an expert-based usability evaluation of Scale Worlds, including three sets of A/B testing, by five usability experts. Outcomes of the usability evaluation will inform the refinement of Scale Worlds. The evaluation provides insights for usability evaluation and design in immersive virtual environments.  more » « less
Award ID(s):
2055680
NSF-PAR ID:
10421741
Author(s) / Creator(s):
; ; ; ; ;
Date Published:
Journal Name:
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Volume:
66
Issue:
1
ISSN:
2169-5067
Page Range / eLocation ID:
1972 to 1976
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Virtual reality (VR) has been widely used for education and affords embodied learning experiences. Here we describe: Scale Worlds (SW), an immersive virtual environment to allow users to shrink or grow by powers of ten (10X) and experience entities from molecular to astronomical levels; and students’ impressions and outcomes from experiencing SW in a CAVE (Figure 1) during experiential summer outreach sessions. Data collected from post-visit surveys of 69 students, and field observations, revealed that VR technologies: enabled interactive learning experiences; encouraged active engagement and discussions among participating students; enhanced the understanding of size and scale; and increased interest in STEM careers. 
    more » « less
  2. Given the strategic importance of the semiconductor manufacturing sector and the CHIPS Act impact on microelectronics, it is more imperative than ever to train the next generation of scientists and engineers in the field. However, this is a challenging feat since nanofabrication education uses hands-on cleanroom facilities. Since cleanrooms are expensive, have access constraints due to safety concerns, and offer limited instructional space, class sizes and outreach events are limited. To complement instruction in nanotechnology education, there is some open- or educational-access software, which is computer-based and focuses only on training for individual equipment, not on the typical workflow for device fabrication. The objective of this work was to develop an accessible virtual reality ecosystem that provides an immersive education and outreach on device nanofabrication that is user-friendly for a broad range of audiences. At the George Washington University (GWU), a virtual reality cleanroom prototype has been developed. It consists of a 45-minute gameplay module that covers the process flow for the fabrication of micro-scale resistors, from sample preparation to electrical characterization. We also performed a mixed methods study to investigate how 5 students in a nanoelectronics course utilized this virtual reality cleanroom prototype and what changes they recommend to improve its user interface and learner experience. The study population for this work-in-progress consisted of students enrolled in a nanoelectronics course at GWU during the 2022-2023 school year. Students taking this course can be undergraduate (junior or senior) or graduate (masters or PhD). The research questions for this study were 1) what is the user experience with the virtual reality cleanroom prototype, 2) what challenges, if any, did students experience, and 3) what changes did students recommend to improve the virtual reality cleanroom prototype learner experience? Preliminary results indicate that the students found the virtual reality cleanroom simulator helpful in repeatedly exploring the cleanroom space and the nanofabrication process flow in a safe way, thus developing more confidence in utilizing the actual cleanroom facility. The results of this study will provide insight on the design of future modules with more complicated levels and device process flows. Moreover, the study could inform the development of other virtual reality simulators for other lab activities. The improved usability of the proposed software could provide students in large classes or attending online programs in electrical and computer engineering, as well as K-12 students participating in nanotechnology-related outreach events, the opportunity to conduct realistic process workflows, learn first-hand about nanofabrication, and practice using a nanofabrication lab via trial and error in a safe virtual environment. 
    more » « less
  3. Dini, Petre (Ed.)
    The National Academy of Engineering’s “Fourteen Grand Challenges for Engineering in the Twenty-First Century” identifies challenges in science and technology that are both feasible and sustainable to help people and the planet prosper. Four of these challenges are: advance personalized learning, enhance virtual reality, make solar energy affordable and provide access to clean water. In this work, the authors discuss developing of applications using immersive technologies, such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing four of the challenges. The Drinking Water AR mobile application helps users easily locate drinking water sources inside Auburn University (AU) campus, thus providing easy access to clean water. The Sun Path mobile application helps users visualize Sun’s path at any given time and location. Students study Sun path in various fields but often have a hard time visualizing and conceptualizing it, therefore the application can help. Similarly, the application could possibly assist the users in efficient solar panel placement. Architects often study Sun path to evaluate solar panel placement at a particular location. An effective solar panel placement helps optimize degree of efficiency of using the solar energy. The Solar System Oculus Quest VR application enables users in viewing all eight planets and the Sun in the solar system. Planets are simulated to mimic their position, scale, and rotation relative to the Sun. Using the Oculus Quest controllers, disguised as human hands in the scene, users can teleport within the world view, and can get closer to each planet and the Sun to have a better view of the objects and the text associated with the objects. As a result, tailored learning is aided, and Virtual Reality is enhanced. In a camp held virtually, due to Covid-19, K12 students were introduced to the concept and usability of the applications. Likert scales metric was used to assess the efficacy of application usage. The data shows that participants of this camp benefited from an immersive learning experience that allowed for simulation with inclusion of VR and AR. 
    more » « less
  4. Process safety has become a critical component of chemical engineering education. However, students may find it difficult to fully understand the ramifications of decisions they make during classroom exercises due to their lack of real world experience. Use of an immersive digital environment where students could role play as chemical engineering employees making process safety decisions could be one method of achieving this goal. Through this experience, students could observe the outcomes of their decisions in a safe, controlled environment without the disastrous real-world consequences that could come from making a mistake. This digital environment could have further features, such as time constraints or interactions with other characters, to make the experience feel more authentic than an in-class discussion or case study. In order to evaluate the efficacy of such a virtual environment, a portion of this work centered around the creation of the Engineering Process Safety Research Instrument (EPSRI). The instrument asks participants to evaluate process safety dilemmas and rank a set of considerations based on how influential they were in their decision-making process. The instrument then classifies each decision based on the stages of Kohlberg’s moral development theory, ranging from pre-conventional (i.e. more self-centered) thinking to post-conventional (i.e. more global) thinking. This instrument will be used to assess how students’ thinking about process safety decisions changes as a result of engaging in the virtual safety decision making environment. This paper will summarize the progress since the project’s start in summer 2017,, highlighting the work completed in development and validation of the EPSRI. This process included content validation, think-aloud studies to improve clarity of the instrument, and factor analysis based on a large scale implementation at multiple universities. The paper will also discuss the development of the minimum viable product digital process safety experience, including establishment of learning outcomes and the mechanics that reinforce those outcomes. By presenting these findings, we intend to spread awareness of the EPSRI, which can evaluate the safety decisions of chemical engineering students while having the potential to launch discussions about safety and ethics in other engineering disciplines. We also hope that these results will provide educators with insights into how to translate educational objectives to elements of a digital learning environment through collaboration with digital media companies. 
    more » « less
  5. Process safety has become a critical component of chemical engineering education. However, students may find it difficult to fully understand the ramifications of decisions they make during classroom exercises due to their lack of real world experience. Use of an immersive digital environment where students could role play as chemical engineering employees making process safety decisions could be one method of achieving this goal. Through this experience, students could observe the outcomes of their decisions in a safe, controlled environment without the disastrous real-world consequences that could come from making a mistake. This digital environment could have further features, such as time constraints or interactions with other characters, to make the experience feel more authentic than an in-class discussion or case study. In order to evaluate the efficacy of such a virtual environment, a portion of this work centered around the creation of the Engineering Process Safety Research Instrument (EPSRI). The instrument asks participants to evaluate process safety dilemmas and rank a set of considerations based on how influential they were in their decision-making process. The instrument then classifies each decision based on the stages of Kohlberg’s moral development theory, ranging from pre-conventional (i.e. more self-centered) thinking to post-conventional (i.e. more global) thinking. This instrument will be used to assess how students’ thinking about process safety decisions changes as a result of engaging in the virtual safety decision making environment. This paper will summarize the progress since the project’s start in summer 2017, highlighting the work completed in development and validation of the EPSRI. This process included content validation, think-aloud studies to improve clarity of the instrument, and factor analysis based on a large scale implementation at multiple universities. The paper will also discuss the development of the minimum viable product digital process safety experience, including establishment of learning outcomes and the mechanics that reinforce those outcomes. By presenting these findings, we intend to spread awareness of the EPSRI, which can evaluate the safety decisions of chemical engineering students while having the potential to launch discussions about safety and ethics in other engineering disciplines. We also hope that these results will provide educators with insights into how to translate educational objectives to elements of a digital learning environment through collaboration with digital media companies. 
    more » « less