Next-Generation Teaching and Learning Using the Virtual Theatre
Max Hoffmann (),
Katharina Schuster,
Daniel Schilberg and
Sabina Jeschke
Additional contact information
Max Hoffmann: IMA/ZLW & IfU, RWTH Aachen University
Katharina Schuster: IMA/ZLW & IfU, RWTH Aachen University
Daniel Schilberg: IMA/ZLW & IfU, RWTH Aachen University
Sabina Jeschke: IMA/ZLW & IfU, RWTH Aachen University
A chapter in Automation, Communication and Cybernetics in Science and Engineering 2015/2016, 2016, pp 281-291 from Springer
Abstract:
Abstract When graduates enter the working world, they have to apply their knowledge gained during their studies to new situations. Virtual Reality bears a great potential to simulate difficult situations, e. g. in dangerous environments. However, a major drawback of many Virtual Reality environments is the lack of natural navigation and free locomotion within the artificially designed world. Compared to a driving simulator, where users are sitting in a mock-up holding an actual wheel, users need to be able to move around freely if such situations are being simulated. Mixed Reality Simulators like the “Virtual Theatre” combine various technical devices. A head mounted display enables a three dimensional visualization of the simulation. The Virtual Theatre defines its unique characteristics through the omnidirectional treadmill. This omnidirectional floor consists of rollers, which are embedded centric to the middle point. Through this floor, the user is able to perform natural movements. By making use of a data glove, the user can actively take part in the events of his virtual experience based on hand movements. In the present work, an application of the Virtual Theatre is demonstrated based on a use-case, in which a plateau on “Mars” was implemented in terms of learning and exploring scenarios. The user is able to explore the Mars surface containing “Mars Rover” vehicles, orbiters and satellites. In the second major scenario, the user can maneuver a Mars rover through an obstacle course. In further development steps, the Virtual Theatre will be utilized for teaching purposes and to realize applications in terms of remote laboratories. Based on this, it is either possible to visit elusive points of interests like a nuclear power plant or to use experimental setups that are located at other universities remotely. These applications allow a holistic usage of innovative teaching approaches.
Keywords: Virtual Theatre; Experiential Learning; Virtual Reality; Immersion (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:spr:sprchp:978-3-319-42620-4_22
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DOI: 10.1007/978-3-319-42620-4_22
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