Augmented Reality (Ar) and Virtual Reality (VR) : The Future of Interactive Vocational Education and Training For People With Handicap
Augmented Reality (Ar) and Virtual Reality (VR) : The Future of Interactive Vocational Education and Training For People With Handicap
Augmented Reality (Ar) and Virtual Reality (VR) : The Future of Interactive Vocational Education and Training For People With Handicap
ISSN 2457-0648
Abstract
The aim of this paper is to present our didactic-methodical concept for a virtual interactive
vocational education and training using the VR and AR technologies. Since we are a dual VET
Institutions for handicapped, we primarily focus on young people with special needs, autism, and
significant social interaction difficulties. Our concept can also be applied to other target groups.
The virtual environment offers the trainees the ability to interact and experiment with items and
constructs in a similar way they would do in real world. The AR-Glasses promise through the
free visualization meaningful application scenarios for the teaching and learning concept; the
wearer is supported during his activity by additional context-based virtual information and
objects. Our method is based on the educational goals, the cognitive and psychophysiological
aspects of the trainees, the technological aspects and the pedagogical strategies of goal-oriented
teaching. In this paper we present some application examples of these technologies in different
areas of our VET such as automotive mechatronics engineering, electrotechnology and
Automation, technical product design, information technology and In-house virtual vocational
School.
Keywords
Virtual Reality, Augmented Reality, VET, Virtual Learning Scenarios, Educational Tool
1. Introduction
With advances in new technologies, education is rapidly taking off in new directions that
will substantially change the way learners learn but also the way teachers teach. In today’s
digital world, finding new ways to engage students is becoming more difficult. When home
technologies such as mobile phones, tablets and games consoles are highly advanced, finding
educational engagement with technology in the classroom can be even harder, especially if the
technology deployed there is less advanced than the technology used at home. For this reason,
new technologies such as tablets (Major L. et al., 2016) and smartphones (Ferry, B. 2009) have
been used in the classroom in order to improve the learning process. Further new technologies
that have been making headlines in recent years are virtual reality (VR) (Freina, L. 2015) and
augmented reality (AR) (Akçayir, M. 2017) (Sanna, A. et al. 2016). Relevant studies show the
exponential growth of these innovative technologies in different areas and in many parts of our
lives (Chen, P. et al. 2017) (Aromaa, S. et al., 2016). Education will benefit from these
technologies (Cieutat, J.-M., 2013) (Saunier, J. 2016). Vocational training will also begin to feel
the impact of virtual and augmented reality over the next few years (Fehling, et al. 2016)
(Wentworth, 2018). The ability to experience training in 360° is invaluable e.g. with VR it is
possible to view a working engine from all angles without leaving the classroom. Vocational
training is all about the interplay between theory and praxis i.e. gaining knowledge and building
experience to learn through practice. The key to success in vocational training is giving Trainee
the opportunity to experience the reality of being in an unfamiliar working environment, but this
is often difficult and expensive to achieve. AR and VR offer in this context a great advantage by
enabling students to go back through scenarios again and again, without additional expense or
inconvenience and to revisit challenging situations at their own pace (sevgi 2018).
this reason, the integration of technology tools into the curriculum is becoming part of good
teaching.
One of the major challenges facing this integration of new technologies is the lack of
conception and convenient didactical models for these innovations. New technologies present
daunting challenges for educators (Velev 2017). Teachers must not only learn how to use these
rapidly changing technologies themselves, but they must also rethink their teaching practices,
design new activities for teaching and learning, and try to evaluate the learning of students as
they engage those activities
- HTC Vive Pro to implement the virtual reality, which is an interactive realistic immersive
computer-generated experience taking place within a three-dimensional simulated
environment.
- Epson Moverio BT-300 for implementing augmented reality i.e. for the integration of
digital information with the user's environment in real time. Unlike virtual reality, which
creates a totally artificial environment, augmented reality uses the existing environment
and overlays new information on top of it.
- Microsoft HoloLens, a holographic computer and head-mounted display enabling the
interaction with holograms and real objects in the physical world. This advanced
augmented reality is also called “mixed-reality”.
a) b) c)
Figure 1: Augmented-Reality Glasses (a), Virtual-Reality Headset (b) and Mixed-Reality Head-
Mounted Display (c)
and augmented realities in relation to our laboratory infrastructure and how it can improve the
education in our vocational school. The concept is also applicable to other VET institutions.
3.1 Practical use in the Automotive and TPD (Technical Product Design) Professions
Students can create 3D models in CAD and use them virtually, for example, for virtual
assembly of electronic control units and for the execution of various controls in production. This
reduces the cost of building a real prototype and encourages students to unleash their creativity
and assess the value of their solutions. In the automotive sector, AR technology is used to
visualize hidden components or the complex relationships between the control modules, to
display additional information and technical documentations in order to speed up the fault
detection and repair process as well as the animation of assembling processes for better
understanding of the knowledge gained in the theoretical lessons (figure 2).
©ecarandbike.com
©Byteforest.de
audible signals. Thus, increases the efficiency of the trainee and reduces also search times for
information and improves the fault handling.
©joinped.net
©Reviatech.com
©productronic.de
©Cieutat 2013
4. Didactic-Technical Conception
A didactic-methodical and technical integration of these technologies in the learning and
education process requires a purposeful conception going through the four major phases:
Analysis, design, implementation and evaluation (figure 6).
4.1 Analysis and Specification
In this phase, courses and learning objectives are identified and an analysis of the target
group is carried out (trainees with social phobia, autism, insecure personality, increased
distractibility, difficulty in focusing, significant social interaction difficulties). The learner is
notions, rules, questions and tasks). This step consists of selecting the appropriate behavioral
interfaces and the physical environment in order to determine the appropriate mental
representation for user interaction. A physical model of the virtual environment is created
according to the application goals. The selected 3D content is prepared (object scan,
photogrammetry, CAD constructions). The interfaces for the software and hardware integration
are defined and the communication protocols for the interaction are adapted.
4.3 Application and System Development
In the development phase, the interactions, exercises and graphics are developed and
incorporated into test scenarios. The hardware and software are integrated, the headsets are
tested for software connection and the virtual learning environment is built up. The learning
environment is characterized by many factors, such as the handiness, degree of reality,
interaction and intuitiveness. VR is especially effective when used in an interactive environment.
The interaction with the content should therefore be implemented as realistically as possible in
order to promote active learning. The learning system should be straightforward, easy to access
and uncomplicated. Functional tests should be performed in the various stages of development.
4.4 System and Process Evaluation
In the final step, tests are carried out to evaluate three aspects; some tests evaluate the
usability of the interfaces. These tests make it possible, on the one hand, to quantify the
adequacy between the measurement properties of the system and the psychophysical properties
of the user. On the other hand, they allow the actual usage behavior of the interfaces to be
quantified and qualified in order to verify if they correspond to the desired and programmed one.
It is also a matter of analyzing the mental strain while using these interfaces. The results of these
tests are intended to improve the interfaces design process. Further tests evaluate the data history
to measure whether and how well the goals defined in the analysis phase were achieved. The
reversibility of actions also makes it possible to bring a strategy into question and to examine the
impact of a new one. Technical tests have to be carried out in order to optimize the overall
development process for quality, safety and robustness, as well as cost and improvement of
functionality if necessary. The following methods are suitable for evaluation: Assessment based
on behavioural observation and analysis, content and media analysis, performance measurement,
comparative investigation, interview survey, cost-effectiveness analysis, etc.
A conscious use of the VR/AR systems benefits the educational process, because the VR
environment with the 3D representation makes the teaching or training more interesting and
enjoyable. At the same time, it provides learners with the necessary information needed for their
educational goal. For this reason, the following aspects should be taken into account when
implementing the concept:
The continuous development of media literacy of the trainees during the whole training.
Perform teamwork in a virtual environment and generate knowledge together (teamwork
and communication skills)
The promotion of core competencies, self-management, personal responsibility and self-
reflection through tasks and scenarios developed together with psychologists and
educators.
The promotion of teachers' teaching skills through task analysis, the breakdown of
generic goals into more specific goals and the attribution to corresponding learning
activity.
Recording of the learning situations and restoration of the scenes after class, in order to
draw the learner's attention to his mistakes and improve his learning behavior.
An increased learning efficiency and an improved learning process through targeted and
individual e-learning
Sustainable and effective learning in spite of complex, abstract and demanding issues
To design the different learning scenarios based on each other and with different entry
points depending on the existing pre-training, so that the present learning situation can be
meaningfully integrated with different previous experiences
6. Conclusion
Immersive technology has come a long way in a short time and will continue to evolve. It
has finally progressed to the point where it can be adapted to any mobile phone. The introduction
of Google Cardboard (https://vr.google.com/cardboard/) has shown the public that any
smartphone of this generation can be turned into a virtual reality machine with the help of an
HMD (head-mounted display). Thus, all students with a smartphone and a VR HMD were able
to enjoy the extensive experience of VR applications and share their ideas with a whole new
medium. This positive, playful experience has only encouraged students to expand their skills in
a professional environment, including: in the labs during the training. The acceptance of
technology by students has a major impact on the teacher's attitude. The Strength of VR/AR in
technical education lies in the fact that it makes students want to learn more about the topic,
which in turn contributes to the success of the lesson.
Our institution would go a step further and integrate immersive technology in our Virtual
Vocational Training. Since the year 2000 we are offering young people with disabilities the
chance to obtain virtual vocational training via internet as individually needed (figure 7). Using
VR, it will be easier to teleport the Trainees in a virtual control room and enable them to realize
virtually control processes e. g. in pneumatics or mechanics. We are currently working with the
industry and through in-house research on this project.
Since we are a mixed team made up of computer science teachers and trainers, IT
professionals, software and hardware integrators and experts in human sciences such as
ergonomics, psychologists and educators, who work closely together, this breadth of expertise
and competences will reflect and positively impact the design of the interfaces and structuring of
the virtual learning environment. By taking into account the intuitive, realistic interaction and
high psychological involvement of the human being, the VR learning system will be made user-
friendly, which in turn increases the effectiveness of the learning.
Figure 7: Training via Internet in our Virtual Vocational Training Center (VBBW)
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