Home // International Journal On Advances in Software, volume 14, numbers 1 and 2, 2021 // View article
Authors:
Bibhav Bhattarai
Daniela Marghitu
Keywords: Reality; Engineering Challenges; Immersive Technology; Virtual Reality.
Abstract:
The National Academy of Engineering’s “Fourteen Grand Challenges for Engineering in the Twenty-First Century” identifies challenges in science and technology that are both feasible and sustainable to help people and the planet prosper. Four of these challenges are: advance personalized learning, enhance virtual reality, make solar energy affordable and provide access to clean water. In this work, the authors discuss developing of applications using immersive technologies, such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing four of the challenges. The Drinking Water AR mobile application helps users easily locate drinking water sources inside Auburn University (AU) campus, thus providing easy access to clean water. The Sun Path mobile application helps users visualize Sun’s path at any given time and location. Students study Sun path in various fields but often have a hard time visualizing and conceptualizing it, therefore the application can help. Similarly, the application could possibly assist the users in efficient solar panel placement. Architects often study Sun path to evaluate solar panel placement at a particular location. An effective solar panel placement helps optimize degree of efficiency of using the solar energy. The Solar System Oculus Quest VR application enables users in viewing all eight planets and the Sun in the solar system. Planets are simulated to mimic their position, scale, and rotation relative to the Sun. Using the Oculus Quest controllers, disguised as human hands in the scene, users can teleport within the world view, and can get closer to each planet and the Sun to have a better view of the objects and the text associated with the objects. As a result, tailored learning is aided, and Virtual Reality is enhanced. In a camp held virtually, due to Covid-19, K12 students were introduced to the concept and usability of the applications. Likert scales metric was used to assess the efficacy of application usage. The data shows that participants of this camp benefited from an immersive learning experience that allowed for simulation with inclusion of VR and AR.
Pages: 122 to 133
Copyright: Copyright (c) to authors, 2021. Used with permission.
Publication date: December 31, 2021
Published in: journal
ISSN: 1942-2628