TY - GEN
T1 - Teaching structured development of virtual reality systems using P-VoT
AU - Seo, Jinseok
AU - Kim, Gerard J.
PY - 2007
Y1 - 2007
N2 - Learning to build and test virtual reality (VR) systems is difficult due to the many required knowledge (e.g. computer graphics, sound processing, simulation, interaction, etc.) and subsystems to worry about (e.g. various sensors, displays, computers, graphics board, etc.). Furthermore, virtual reality contents have to be optimized according to different goals such as its basic function, usability, and presence. Thus, learning and applying a structured approach to designing VR systems is very critical to a successful completion of a meaningful class project. In this paper, we report our experiences in using a development methodology and an authoring support tool called the CLEVR/P-VoT to teach virtual reality to engineering students of advanced levels. CLEVR's central concept is to refine and validate forms, functions and behaviors of the virtual objects and scenes incrementally and hierarchically. P-VoT helps students interactively try out and explore different virtual object/scene configurations and immediately see their impact with respect to system performance, interaction usability, realism, and presence. P-VoT, used in the first stage of the class, is designed at an abstraction level appropriate for even non-computer science major students to quickly learn and understand the need of a structured development approach. Having learned the merits of the structured approach firsthand, the students effectively put it to use in the second stage of the course for implementing a more sophisticated class project.
AB - Learning to build and test virtual reality (VR) systems is difficult due to the many required knowledge (e.g. computer graphics, sound processing, simulation, interaction, etc.) and subsystems to worry about (e.g. various sensors, displays, computers, graphics board, etc.). Furthermore, virtual reality contents have to be optimized according to different goals such as its basic function, usability, and presence. Thus, learning and applying a structured approach to designing VR systems is very critical to a successful completion of a meaningful class project. In this paper, we report our experiences in using a development methodology and an authoring support tool called the CLEVR/P-VoT to teach virtual reality to engineering students of advanced levels. CLEVR's central concept is to refine and validate forms, functions and behaviors of the virtual objects and scenes incrementally and hierarchically. P-VoT helps students interactively try out and explore different virtual object/scene configurations and immediately see their impact with respect to system performance, interaction usability, realism, and presence. P-VoT, used in the first stage of the class, is designed at an abstraction level appropriate for even non-computer science major students to quickly learn and understand the need of a structured development approach. Having learned the merits of the structured approach firsthand, the students effectively put it to use in the second stage of the course for implementing a more sophisticated class project.
KW - Authoring
KW - Learning
KW - Methodology
KW - Structured development
KW - Teaching
KW - Virtual objects
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=38049184196&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-73011-8_10
DO - 10.1007/978-3-540-73011-8_10
M3 - Conference contribution
AN - SCOPUS:38049184196
SN - 9783540730101
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 69
EP - 80
BT - Technologies for E-Learning and Digital Entertainment - Second International Conference, Edutainment 2007, Proceedings
PB - Springer Verlag
T2 - 2nd International Conference on Edutainment, Edutainment 2007
Y2 - 11 June 2007 through 13 June 2007
ER -