Examples

Demonstration videos

Life Bridge Demonstration
Changes to Position of Objects
Detecting Avatar Position and Angle
NPC Dialog Pathways
Objects and Avatar Tracking
Potato Cannon

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Log data-mining: Behavior logging in a virtual world

We designed a real-time behavior-logging system in our virtual world. This system collects different types of behavior logs (design/scripting/movement). Below shows some screenshots informing how we collected and mined log data in our VR-based training.

Behavior logging examples

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Evidence-centered design model and supervised machine learning

We built our evidence-centered design model showing how each type of behavior logs is associated with subsets of representational flexibility.

Applying evidence-centered design to log data mining in our project.

We set the scoring rule for log data mining and then converted the raw log data to input data for supervised machine learning. We then implemented supervised machine learning via multiple candidate classifiers (e.g., random forest, logistic regression, and support vector machine). We used a data-mining toolkit Orange for machine learning.

A data-mining workflow in Orange

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Visualization of Movement Logs

In addition to the log data-mining of students’ design/scripting behaviors, we also collected and analyzed students’ movement logs informing where they mostly stayed at certain virtual places. This visualization informs additional clues of how long students stayed at certain virtual places and what happened in certain moments during the training.

Visualizations of movement logs in a 3D virtual world

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Examples of Major Learning Supports in VR-based Training

We built several learning supports that assist our students in their design/scripting exercises in our training.

Cheatsheet

Screenshots of the 2D and HTML supported learning support (Cheatsheet) – Main learning-support slides of each training module
Example screenshots of the 2D and HTML-supported learning support Cheatsheet

3D Flow Maker

This learning support helps students to create a customizable 3D decision tree that represents non-playable character interactions. This learning support enables a student to draw the interaction paths of a non-playable character. This tool aims at supporting students’ exercises of logic programming in relation to developing a simple artifact on artificial intelligence.

Using a 3D flow maker to build a decision tree of a Non-Playable Character design

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Scenarios in VR-based Training

Elevation bridge module

2D prototyping of an elevation bridge
3D prototyping of an elevation bridge
Conducting block-based programming to experiment 3D simulations of an elevation bridge.

Turing Test module

Demonstrating example non-playable character interactions.
Using the 3D flow maker for non-player character interaction design
Block-based programming exercise
Using the Cheatsheet in a given block-based programming exercise (Presenting the learning support via head-up display in VR).

SpaceRocket Design module

Design discussion for a space rocket design
3D prototyping of a space rocket
Implementing the 3D simulation of a mockup rocket.
Implementing the 3D simulation of a mockup rocket.

Air Traffic Control module

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