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Abstract—Virtual reality technologies are promising to However, the recent progress of virtual reality (VR)
effectively enhance our daily experiences. Enhancing learning technologies may overcome the drawbacks because the
experiences with virtual reality technologies is one of
technologies offer people plausible feeling to virtually
important directions to make the technologies change our daily
lifestyle, because students in classes need not gather together in gather together in the same location although they actually
the same location. However, virtual reality technologies offer reside in distant locations [11, 12]. They can use mobile
plausible feeling to them residing in the same location. devices such as head mounted displays (HMDs) or
Students can attend their classes anytime anywhere from their smartphones to access virtual spaces where they collocate
mobile virtual reality (VR) devices, but they feel to take a class virtually. Also, there are several character input methods
in the same class room. Moreover, virtual reality technologies like [5]. Therefore, class rooms to take lectures becomes
can provide additional effects that cannot be realized in
traditional real-world class rooms. The paper proposes VR
ubiquitous and mobile, and the structure of classes may be
Classroom that offers a virtual space where students and a changed from a formal style to a more ad-hoc style.
teacher virtually reside in the same location. VR Classroom Moreover, the virtual space is different from real spaces
also provides several features to motivate students through because people may become fictional characters, and also
fictionality realized by virtual reality technologies. After various fictional effects can be incorporated in the virtual
describing an overview of VR Classroom, we show its space [3]. These fictionality may increase students’
prototype implementation and user study.
motivation for their learning in the virtual space [2, 9].
Keywords – Virtual Reality; Distributed Classrooms; Mobile and These features are very promising to be used for enhancing
Ubiquitous Access; Human Motivatin; people’s learning experiences.
I. INTRODUCTION In this paper, we propose VR Classroom that offers a
In education, classes are usually taken by many students virtual space where students and a teacher virtually reside at
and play a very important role in learning. Currently, these the same location (see Figure 1). VR Classroom offers the
classes are offered in various forms. The most common following features.
way is that a teacher and students gather together at the 1. A teacher and students gather together in the same
same location and the teacher gives instructions directly to virtual space realized by virtual reality technologies.
the students. Although this real-world class form has the
advantage where students and teachers can communicate in 2. Each person in the virtual space can communicate with
the real-time with face-to-face, the cost that the students each other through an anonymous text chat functionality
and teachers need to gather in the same location is high, in offered by VR Classroom.
particular, in the case that the students reside in various 3. All class materials and objects used in classes can be
distant locations Another way is to take classes remotely shown in front of students, and it is possible to add
through information technologies such as recorded video special effects on them.
streaming. This approach not only reduces the cost of
gathering together in the same location as opposed to real 4. Each student can use a familiar avatar as his/her agent.
world class forms but also has the advantage that students The first and second feature allow VR Classroom to realize
can watch the contents that they want to use at any time, face-to-face communication virtually even if they reside in
especially in the case of video streaming. On the other hand, distant locations without increasing the cost to gather
since students and teachers cannot communicate in real- together in the same location. The feature enables VR
time with face-to-face, the disadvantage makes it hard to Classroom to combine the advantages of traditional real-
offer immediate feedbacks from students. world class forms taken in real spaces and remote class
forms. The second, third, and fourth feature that are
essential contributions of VR Classroom are that using
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Classroom focuses on increasing students’ learning Satisfaction Use a familiar avatar as students’
motivation. We realize these approaches in the following agents.
way. We prepare a virtual space where students and a Some essential functions that VR Classroom introduces to
teacher virtually reside at the same location, and they use increase students’ learning motivation are summarized in
avatars in the space. PowerPoint slides are displayed on the Table 1. As avatars that students use, we adopted Unity-chan
blackboard in the space. To communicate among them in [16], who is a 3D character with familiar looks. On the other
real-time like a real-world class form, a voice chat from a hand, a blue suit man is adopted as a teacher’s avatar to
teacher to students and an anonymous text chat from distinguish the teacher from students. The movements of the
students to the others are adopted. Texts can be input teacher are captured by Kinect [18] and the movements are
through the HTC VIVE [17] controller that students use, reflected on the teacher’s avatar in real-time, and this
approach avoids making students feel unnatural about the
and everyone in that space can see the messages sent by any
behavior of the teacher. The teacher can present PowerPoint
students (see Figure 2 and Figure 3). slides, materials or objects in front of students by operating
keyboard (see Figure 4).
IV. IMPLEMENTATION
Figure 3: A view from a teacher side and his text chat log
Table 1: ARCS model and VR Classroom
ARCS model Functions to Increase Students’
Motivation in VR Classroom
Figure 5: VR Classroom System Architecture
Attention Display materials or objects related
to a class. In the current implementation of VR Classroom, a teacher
Relevance Present materials and objects more and students are gathered in the same virtual space. The
clearly for making their contents entire architecture of VR Classroom is shown in Figure 5. A
more understandable. teacher starts a unity application on a PC server. In the same
Confidence Send messages anonymously. way, students also start an application to connect to the
Seeing the blackboard closely. server. The teacher interacts with a keyboard and a
microphone on the PC or Kinect [18] camera. Students use
HTC VIVE [17] controllers for the interaction. The
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information of the interaction by the teacher and students is So, each part took six minutes. Participants experienced all
reflected on the unity application, and it is exchanged three types of class forms in any one of them. To eliminate
between the server and the clients through the Wi-Fi the bias for the order to take the classes, each part was taken
connection. in a random manner by participants. For example, one pair
A. Hardware took the real-world class form as the first part, the remote
class form as the middle part, and the VR class form as the
Students use HTC VIVE [17] controllers and HMDs to last part, and another pair took the VR class form first, next
input texts and to see a classroom in a VR space. A teacher is the real-world form, and finally the remote class form was
uses Kinect [18] to capture his/her movements and a taken. In the real-world class form, participants and a
keyboard to display slides, materials or objects. teacher were in the same physical room, and participants
B. Software could listen to the lecture or ask questions to the teacher (see
Figure 6). In the remote class form, a pair of participants
This system is developed based on the Unity 3D game were divided into different rooms, and watched a video in
engine [15]. Also, Skype [14] is used for a voice chat. respective locations (see Figure 7). In the VR class form,
V. USER STUDY participants were divided in different locations like the
remote class form, and listened to the lecture or ask a
A. Objectives question with HTC VIVE (see Figure 8).
Through this user study, we tried to evaluate the
improvement of students’ motivation to attend lectures
based on the ARCS model. The results of VR Classroom
were expected to be in the middle of traditional real-world
class forms that a teacher and students can communicate
with face-to-face and remote class forms that students
independently watch video streaming. So, we carried out the
following experiment in this user study: Participants take
three types of class forms (real-world, remote, and VR).
After that, they are asked about their motivation changes
through the lectures by questionnaires and interviews.
B. Participants
Figure 6: Experiment of real-world class
We hired twelve participants (ten males) between ages 20
and 23 (m = 21.33), who were all college students. Eight
participants had knowledge or experiences of using VR,
while the others did not have any prior experiences with VR.
All of them had the experiences of real world class forms,
and only one participant did not have experience of remote
class forms.
C. Study Procedure
In the experiment, participants teamed up in pairs, and they
took three types of class forms which we prepared for
students. The authors of this paper played a role of a teacher
in the classes.
Figure 7: Experiment of remote class
First, the teacher told participants about the objectives of
our study and collected their basic information about their
past experiences with classes. Then, participants had ten
minutes to practice VR Classroom, where they could try
HMDs and inputting texts with a controller. After the
practice, they experienced the three types of class forms.
As lectures in the classes, history or geography that
participants were not familiar with were taught. It was about
eighteen minutes lecture, and the lecture were divided into
three parts that use the different types of three class forms.
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