General education courses such as culture, history and oral communication are difficult
to teach in classrooms due to the lack of authentic contexts. Virtual reality (VR) can offer
immersive environments for a situated learning experience, and it is also well grounded
in learning theory, in particular constructivism, which encourages learning from experiences.
However, there are few existing guidelines on how to design such VR-based learning
systems to support general education. Situated cognition theory suggests three key
elements of situated learning: an authentic learning context, social interaction and collaboration,
and progressive training. For this thesis, we conducted three empirical studies to
investigate the three elements separately in the context of general education...[
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General education courses such as culture, history and oral communication are difficult
to teach in classrooms due to the lack of authentic contexts. Virtual reality (VR) can offer
immersive environments for a situated learning experience, and it is also well grounded
in learning theory, in particular constructivism, which encourages learning from experiences.
However, there are few existing guidelines on how to design such VR-based learning
systems to support general education. Situated cognition theory suggests three key
elements of situated learning: an authentic learning context, social interaction and collaboration,
and progressive training. For this thesis, we conducted three empirical studies to
investigate the three elements separately in the context of general education with VR.
For the first study, we developed ShadowPlay2.5D, a 360-degree video authoring tool
for immersive appreciation of classical Chinese poetry. Owing to the lack of authentic
contexts, learning and appreciating classical Chinese poetry can be challenging. Using
Chinese shadow play as a metaphor, we designed and implemented a sketch-based authoring
tool to help novices easily create 360-degree videos about classical Chinese poetry. Through two user studies, we show that ShadowPlay2.5D can help novices make a short
360-degree video in about 10-15 minutes, and the 2.5D stylized illustrations created can
bring about a better immersive experience for poetry appreciation.
For the second study, we developed Live Emoji, a live storytelling VR system with
programmable cartoon-style emotion embodiment. While existing storytelling systems
for democratizing VR technology, such as Google VR Tour, use 360-degree images to immerse
users in a lifelike environment, engaging learners in a socially interactive way is not
automatic. In fact, it can be quite difficult. Thus, we propose a novel cartoon-style hybrid
emotion embodiment model to increase a storyteller’s presence during live performance.
We further designed and implemented a system to teleoperate the embodiment model in
VR for live storytelling. Based on interviews with three experts and a workshop study
with local secondary school students, we show the potential of the emotion embodiment
model on VR storytelling for education.
In the third study, we explored whether a VR coach with embodied feedback could
foster a situated learning experience for progressive training. To formulate our design, we
interviewed experts and observed real elevator pitches. We then designed a VR coaching
system with three different embodied feedback strategies. Through a between-subject
experiment with 40 participants, we found that receiving embodied feedback can create a
strong sense of cognitive apprenticeship, i.e., coaching and helping from experts, and can
also help improve the perception of the virtual character and the effect of learning.
Through these three studies, we gained practical insights into VR and situated learning.
Thus in this thesis, we summarize important design guidelines of VR systems for
supporting general education.
Finally, as a first step towards developing computational intelligence for supporting
situated learning, we studied language grounding, which connects language to the real
world, because of the importance of language on education and the necessity of an authentic
context for situated learning. In particular, we used machine learning methods
to study physical common sense learning and emotion recognition from the aspects of
model generalization and small sample sizes, respectively. In the first study, we formulated
physical common sense learning as a knowledge graph completion problem. We
propose a novel pipeline that combines pre-training models and knowledge graph embedding
to increase the generalization ability of our model to predict physical common sense. In the second study, we devised an efficient meta-learning approach to learn text
emotion distribution from a small training sample.
We conclude this thesis by sketching further plans for building conversational agents
to support situated learning, reducing cybersickness through mixing the physical world
into the virtual world and human perception-optimized planning, and developing applications
for cultural heritage education.
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