Rapid advancements in Virtual Reality (VR) technology have transformed what was once dismissed by many as a ‘gimmick’ into a rapidly evolving realm with practical applications. Companies like Meta and Valve now prioritize the development of VR technologies, pushing to integrate it more and more into the media landscape. The Covid-19 pandemic further accelerated the shift of education into the virtual space, emphasizing the growing importance of immersive learning experiences. In this context, our study focuses on examining the visual impact of VR learning, specifically exploring the potential of avatars to enhance educational experiences within this evolving virtual landscape.
Intro
Concept
The creation of the testing environment involved the construction of an immersive VR application, between 5 to 10 minutes of Playtime, designed to investigate the effects of different avatars on the learner. In this application, an avatar introduces itself and provides a short instructional session, enabling the study of various impact factors. To make this instructional session as hands-on as possible, we partnered with the company se.services. The local electronics service provider, was a helpful partner in providing us with priceless expertise in the field of employee training.
In collaboration with their Head Instructor Markus Zippel, who has trained countless of electricians during his career, we were able to create a scenario, deliviring a basis on which we could later evaluate the users experiences.
Avatar Design
Collaboration Framework