=Paper= {{Paper |id=Vol-2898/paper09 |storemode=property |title=Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials |pdfUrl=https://ceur-ws.org/Vol-2898/paper09.pdf |volume=Vol-2898 |authors=Serhiy O. Semerikov,Mykhailo M. Mintii,Iryna S. Mintii |dblpUrl=https://dblp.org/rec/conf/aredu/SemerikovMM21 }} ==Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials== https://ceur-ws.org/Vol-2898/paper09.pdf
Review of the course “Development of Virtual and
Augmented Reality Software” for STEM teachers:
implementation results and improvement potentials
Serhiy O. Semerikov1,2,3,4 , Mykhailo M. Mintii1 and Iryna S. Mintii1,3
1
  Kryvyi Rih State Pedagogical University, 54 Gagarin Ave., Kryvyi Rih, 50086, Ukraine
2
  Kryvyi Rih National University, 11 Vitalii Matusevych Str., Kryvyi Rih, 50027, Ukraine
3
  Institute of Information Technologies and Learning Tools of the NAES of Ukraine, 9 M. Berlynskoho Str., Kyiv, 04060,
Ukraine
4
  University of Educational Management, 52-A Sichovykh Striltsiv Str., Kyiv, 04053, Ukraine


                                         Abstract
                                         The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology
                                         to education. There are analysed VR and AR tools applied to the course “Development of VR and AR
                                         software” for STEM teachers and specified efficiency of mutual application of the environment Unity
                                         to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g.
                                         Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are
                                         selected as programming tools. The designed course includes the following modules: development of
                                         VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D
                                         user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in
                                         Unity 3D; development of a project for a photograph; development of training materials with Vuforia;
                                         development for promising devices). The course lasts 16 weeks and contains the task content and patterns
                                         of performance. It is ascertained that the course enhances development of competences of designing and
                                         using innovative learning tools. There are provided the survey of the course participants concerning
                                         their expectations and the course results. Reduced amounts of independent work, increased classroom
                                         hours, detailed methodological recommendations and increased number of practical problems associated
                                         with STEM subjects are mentioned as the course potentials to be implemented.

                                         Keywords
                                         virtual reality, VR, augmented reality, AR, STEM teachers




1. Introduction
The technology of AR is well-known for most of people. It was under the close attention
of Gartner analysts for many years. On July 2020, the Gartner Hype Cycle for Emerging


AREdu 2021: 4th International Workshop on Augmented Reality in Education, May 11, 2021, Kryvyi Rih, Ukraine
Envelope-Open semerikov@gmail.com (S. O. Semerikov); mykhailo.mintii@gmail.com (M. M. Mintii); irina.mintiy@kdpu.edu.ua
(I. S. Mintii)
GLOBE https://kdpu.edu.ua/semerikov (S. O. Semerikov);
https://www.scopus.com/authid/detail.uri?authorId=57205438593 (M. M. Mintii);
https://kdpu.edu.ua/personal/ismintii.html (I. S. Mintii)
Orcid 0000-0003-0789-0272 (S. O. Semerikov); 0000-0002-0488-5569 (M. M. Mintii); 0000-0003-3586-4311 (I. S. Mintii)
                                       © 2021 Copyright for this paper by its authors.
                                       Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
    CEUR
    Workshop
    Proceedings
                  http://ceur-ws.org
                  ISSN 1613-0073
                                       CEUR Workshop Proceedings (CEUR-WS.org)



                                                                                                        159
Technologies reflected the increasing attention for such technologies as Augmented Design and
Augmented Development (figure 1) [1].




Figure 1: The Gartner Hype Cycle for Emerging Technologies [1].


   There are high expectations for AR and VR in education. AR possesses a significant edu-
cational potential, first of all, due its ability to visualize objects. In Ukraine, the number of
researches into AR/VR application to education has greatly increased in the last few years. Let us
mention only publications of 2019-2020 dealing with simulation of ultrasonic wave propagation
in the heterogeneous medium using coarse grids (Morkun et al. [2]), studying mathematics,
anatomy, physics, chemistry, and architecture (Pochtoviuk et al. [3]), teaching mathematical
disciplines to students using in particular the mobile application 3D Calculator with AR of
the Dynamic Mathematics GeoGebra system (Kramarenko et al. [4]), studying astrophysics
including application of Universe Sandbox2 for space objects simulation (Malchenko et al. [5]),
teaching chemistry at higher education institutions, including creation of a database of chemical
utensils and a virtual chemical laboratory for qualitative chemical analysis, and formation of
training materials for the course “Physical and Colloidal Chemistry” (Nechypurenko et al. [6]).
   There is also a review of the content of massive open online courses associated with AR
and its application to education in order to create a special course for the professional develop-
ment system for the research and teaching personnel of postgraduate educational institutions
(Panchenko and Muzyka [7]), professional training and retraining (Iatsyshyn et al. [8]), arrange-



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ment of welders’ simulation training, including a virtual simulation of the welding process by
using modern equipment and studies of welders’ behavioral reactions (Lavrentieva et al. [9]).
   To study a natural cycle, a free mobile application LiCo.STEM is developed (Midak et al. [10]).
   There are also investigations into AR/VR application to general technical disciplines including
development of a mobile application for accomplishing tasks on a projection drawing (Kanivets
et al. [11]), teaching geometry displaying two AR tools – ArloonGeometry and Geometry
AR (Rashevska et al. [12]), teaching Computer Science at school describing the content of
author training for practitioners (Oleksiuk and Oleksiuk [13]), developing a Physical Education
teacher’s health preserving competence under post-graduate education conditions (Klochko
et al. [14]).
   As for teaching foreign languages at university, attention is drawn to the use of AR elements
in order to support students with different learning styles (audio, visual, kinesthetic) (Tarasenko
et al. [15]).
   There are researches into vocational training of future transport specialists (Lavrentieva et al.
[16]).
   AR tools are used in studying vehicles, both civil and military: a new teaching tool containing
a spherical (360° or 3D) photographic panorama and a VR device are presented (Barkatov et al.
[17]).
   In natural and mathematical disciplines, the AR application is developed by means of Android
Studio, SDK, ARCore, QR Generator, Math pattern. A number of markers of mathematical
objects are developed relevant to the school mathematics course (the topic Polyhedra and
Functions, their properties and graphs) (Bilous et al. [18]).
   The possibilities of using AR technology are analyzed and the software model of the solar
system is created by Hordiienko et al. [19].
   To study the subjects of the astronomic cycle at primary school, a mobile application (on the
Android platform) is designed to visualize the solar system by using the AR technology as well
as the alphabet study with astronomic definitions (Midak et al. [20]).
   In education and therapy of people with special needs, AR application is aimed at dealing
with cognitive disorders and providing them with communication skills through associations
(Dyulicheva et al. [21]).
   AR tools are also used to provide children with autism spectrum disorders with psychological
and pedagogical support (Osadchyi et al. [22]).
   Specific attention is paid to the usage of AR books in education (Panchenko et al. [23]),
including the integrated course I am exploring the world at primary school, literature classes
(Nezhyva et al. [24]) and when training future STEM subject teachers at higher educational
institutions [25].
   These and other issues were discussed at the 1st [26], 2nd [27], 3rd [28] and 4th International
workshops on Augmented Reality in Education (AREdu) [29] which took place in Kryvyi Rih.
   Based on the current experience of using VR and AR technologies in education and the
prospects for their release into the masses in next 5-10 years, it is necessary to think about the
problem of preparing for the use of these innovative technologies in the professional activities
of future STEM teachers. After all, in just a few years, today’s students will have to manage
this process: both as software engineers and as teachers. Therefore, the main purpose of our




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research is to develop a training course on designing VR and AR systems for future STEM
teachers, adapted to Ukrainian users and to the current level of technology development.


2. The research tasks
The object of the research is the professional training of future STEM teachers for the design of
VR and AR technologies.
   The subject of the research is the learning resources for the design of VR and AR systems for
future STEM teachers.
   The purpose of the research is to develop the learning resources for the design of VR and AR
systems adapted for different types of learners.
   To achieve the purpose of the research such tasks were solved:
1) an analysis of the experience of using AR tools for the development of educational materials
   was done;
2) the software for the design of AR tools for educational purposes were identified and the
   technological requirements for the course “Development of VR and AR software tools” were
   characterized;
3) individual components of the training complex for the design of VR and AR systems for
   future teachers majoring in STEM disciplines were developed.


3. Results and discussion
Hereafter, we treat AR as an ability of a device (a mobile device or a web-browser) to track
an image or display a 3D object over this image. The main idea of AR involves displaying a
computer model in real-time and real-space in order to establish interaction between a user in
real-space and a 3D model in the virtual one.
   AR can be both marker and marker-free. In case of the marker AR, the device tracks a
2D-marker: when it is detected, it actually displays a 3D object. In the marker-free version, a
device searches for a flat surface (a table, a floor, etc.) and places a 3D object there.
   Using a device camera, AR enables displaying a computer-generated objects in game, market-
ing and other programmes, for example to arrange furniture in a living room or to try clothes
on before buying them. It is really a great opportunity for business, as AR displays products
before a consumer actually buys them.
   There are specific devices developed for AR including AR helmets and sets that enable users’
immersion in the simulated environment.
   AR provides the real-life world with 3D models controlled by mobile devices any place. Virtual
Reality (VR) plunges a user into a simulated world by using head mounted devices (HMD). Both
AR and VR provide interactivity in a similar way. For example, VR actually uses controllers
and in some cases, hand tracking that enable a user to interact with 3D objects inside a scene
they are located in. Main threats of HMD application to working with VR include eye strain,
dizziness and headaches. Unlike VR, AR is not noted for such serious health risks. Nevertheless,
users’ long concentration on their actions while using AR is causing some disturbances as it is
not quite safe [30].



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   While solving the first problem, it was found out that at the present stage of development of
information technologies, the leading means of implementing AR are mobile Internet devices –
multimedia mobile devices that provide wireless access to information and communication In-
ternet services for the collection, systematization, storage, processing, transmission, presenting
all kinds of messages and data.
   While solving the first problem, it was found out that at the present stage of development of
information technologies, the leading means of implementing AR are mobile Internet devices –
multimedia mobile devices that provide wireless access to information and communication In-
ternet services for the collection, systematization, storage, processing, transmission, presenting
all kinds of messages and data.
   The use of AR technology in a mobile-oriented learning environment of higher education
institutions:
    • expands the capabilities of laboratory facilities used to prepare students for work with
      real systems;
    • makes complex and expansive systems available;
    • contributes to the improvement of vocational training by providing laboratory simulators
      with AR;
    • motivates students for experimental and educational research work.
 The creating of interactive training materials with the use of AR systems can be done in two
main directions:
1) the use of utilities or linking markers with user-developed models;
2) the development of VR and AR software for educational purposes.
   In the first direction, the developer does not require good programming skills, however, the
functionality of the created tools is significantly limited by the relation to proprietary software.
In the second direction, the developer needs develop tools himself. However, the functionality
and adaptability of the developed tools are significantly increased.
   To solve the second purpose of the study, we reviewed the tools for developing VR and AR
and chose the most suitable for achieving the goal of the study. Among the reviewed, we note
both the “old” Wikitude SDK [31] (since 2008) and the relatively new (since 2017) Apple tool –
SDK ARKit [32].
   The current version of ARKit allows you to develop multiplayer games with AR ARCore
[33] is a relatively new (March 2018) tool from Google, a kind of response to ARKit. Supported
platforms: Android 7.0 and above, iOS 11 and above.
   ARCore comes with three main possibilities of combining VR and real worlds: 1) tracking the
position of the phone in the environment; 2) “recognizing the environment” provides the ability
of the phone to determine the size and location of horizontal surfaces; 3) lighting assessment
allows the phone to evaluate the actual lighting conditions.
   ARtoolKit [34] is the oldest (since 1999) SDK for the development of AR tools. It is available
on Android, iOS, Linux, Windows, Mac OS, smart glasses.
   Maxst [35] is the South Korean SDK. It offers advanced tools for recognizing images and
environments. Maxst is freely distributed for non-commercial use, and the free version differs
from the paid version only with a watermark.



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   Vuforia [36] is one of the most popular platforms for developing AR. SDK implements the
following functionalities: recognition of various types of visual objects (box, cylinder, plane),
recognition of text and surroundings, VuMark (combination of image and QR code). Using the
Vuforia Object Scanner, you can scan and create marker objects. The recognition process can
be implemented using a database (local or cloud storage). Unlike other SDKs, Vuforia supports
both 2D and 3D markers, including Image Target markerless, three-dimensional Multi-Target,
as well as benchmark markers that select objects in the scene for recognition.
   In our opinion, in the process of preparing future STEM teachers for the use of AR systems
for developing interactive teaching materials it is advisable to use an integrated approach.
The design with use of standard objects can be performed in a visual design environment.
Providing standard objects with new properties and creating new ones can be performed in
an object-oriented programming environment. At the present stage of ICT development, it is
advisable to use the Unity environment [37] for visual design, Visual Studio [38] or a similar
programming environment, as well as virtual platforms (Google VR or the like) and AR (Vuforia
or the like).
   AR programming has become innovative (trendy, interesting, useful, etc.) in the recent
60 years, usage of JavaScript as a programming language being an exclusively recent trend.
However, language choice also determines choice of development tools, the most efficient of
which nowadays being the following:

a) A-Frame and AR.js are application programming interfaces (API) and unique tools of fast
   prototyping. The HTML-like code, which uses JavaScript on the server, constitutes the major
   part of their application software. A-Frame is applied to creating scenes, objects, animation
   and other 3D elements in the web-browser. AR.js enables tracking a marker and displaying
   a scene designed by A-Frame on the marker;
b) Three.js and ARToolKit are a so-called backbone applied by many JavaScript libraries.
   Three.js uses WebGLRenderer to create high-quality 3D scenes directly in the browser.
   Unlike A-Frame, Three.js is mostly used to create web-programmes under Google Cardboard
   control and requires JavaScript application.

   AR software tools developed with JavaScript and WebGL can be placed on the Internet at one
of cloud services like Heroku.
   Everything concerning JavaScript/ECMAScript syntax can be found in numerous
sources, for instance, video-lectures by Douglas Crockford (https://youtu.be/playlist?list=
PLEzQf147-uEpvTa1bHDNlxUL2klHUMHJu).
   A-Frame uses the ECS pattern for designing computer games, Entity-Component-System
being its basic concepts. The Entity is a container for components. Entities are the basis of all
the objects in a scene, yet without components, entities are unable to do or provide anything.
The Component is a small object that implements a certain data structure and is responsible for
a separate part of software logic. Each component type can be attached to the entity to provide
the latter with some property. Systems control sets of entities combined by some components,
which are not obligatory. In A-Frame, this design template is realized by attributes.
   Any primitives of A-Frame (a-scene , a-box , a-sphere , etc.) are used as entities. a-entity
is of special importance being self-explanatory. All other primitives are actually covers for



                                              164
components and developed for convenience sake as any element can be created by means of
a-entity . A-Frame is constantly being supplemented with new components designed by users
and packed in npm, which is available at https://www.npmjs.com/search?q=aframe-component.
To apply a component from the list, you should go to its repository, download and install
a corresponding file. Another option is to use the unpkg service to download any npm file
following the link unpkg.com/:package@:version/:file .
   8th Wall is one of the commercial suppliers of AR services that can be used under some
functional conditionally free mode. 8th Wall Web is a JavaScript library that implements the
technology of simultaneous localization and mapping (SLAM). It is widely used in unmanned
vehicles, flying devices, autonomous underwater apparatuses, rovers, household robots, etc.
8th Wall Web easily integrates with such libraries as A-Frame, Three.js, Babylon.js (https:
//www.babylonjs.com/) and Amazon Sumerian (https://aws.amazon.com/sumerian/). In the
same way as awe.js, 8th Wall Web requires the HTTPS browser to access a web-camera. Mobile
browsers require support of:
    • WebGL (canvas.getContext('webgl') || canvas.getContext('webgl2') );
    • getUserMedia (navigator.mediaDevices.getUserMedia );
    • deviceorientation (window.DeviceOrientationEvent );
    • Web-Assembly/WASM (window.WebAssembly ).
   The elective course “Development of virtual and AR software” has resulted from solution
of the third research problem. The substantive basis this course is the open course from the
University of San Diego on the EdX platform [39] and the book by Jesse Glover [40].
   The course consists of two substantive modules.

Content module 1. Development of VR tools
                  Topic 1.1. VR and Game Engines
                  Topic 1.2. Physical interactions and camera
                  Topic 1.3. 3D interface and positioning
                  Topic 1.4. 3D user interaction
                  Topic 1.5. VR navigation and introduction
Content module 2. Development of AR tools
                    Topic 2.1. Set up AR tools in Unity 3D
                    Topic 2.2. Development of a project for a photograph
                    Topic 2.3. Development of training materials with Vuforia
                    Topic 2.4. Development for promising devices

  The tasks vary in complexity, its level increasing step-by-step. For instance, the first task
includes creating the scene described theoretically and disposing its file at students’ own site
section (e.g., https://playground2.ccjournals.eu) as well as sending hyperlinks as answers to
check and creating a scene with Ukrainian texture and signs and students’ own names (figure 2).
  Next, students are to create an AR scene described theoretically (figure 3) and a VR model
supplementing it with all the Solar system planets (figure 4).
  The 5th week task includes attaching three arbitrary A-Frame objects to markers Hiro, Kanji
and one’s own marker, placing required files at one’s own site section at https://playground2.



                                              165
Figure 2: Performance pattern of the 2nd week task.




Figure 3: Performance pattern of the 3rd week task.




                                               166
Figure 4: Performance pattern of the 4th week task.




Figure 5: Performance pattern of the 5th week task.


ccjournals.eu and sending a hyperlink for the scene and the designed marker (figure 5) as an
answer.
  The task of the 6th week is to modify the scene described theoretically to build a pentagon
on the markers with letters A, B, C, D, and F (figure 6).
  The task of the 7th week involves creation of the empty scene described theoretically by
using Three.js (figure 7). After that, students should perform Laboratory Work 1 – create a
scene in VR and AR.
  During the 8th week, students are to create a dynamic scene described theoretically (figure 8).
  Next, students create a dynamic scene using users’ shaders as the 9th week task (figure 9) and
then the dynamic scene is disposed in the files by using at least three camera helpers (figure 10)



                                               167
Figure 6: Performance pattern of the 6th week task.




Figure 7: Three.js app modle.


as the 10th week task.
    During the 11th week, students develop a 360-degree scene (figure 11) and put the model in
it (figure 12) during the 12th week.
    The 13th week task includes: a) realizing a pattern from theoretical materials using the
marker with the number of the two latest last numbers of the hyperlink for the personal section
of https://playground2.ccjournals.eu site; b) downloading the model of the previous task into
the scene from awe.js (figure 13).
    The 14th week task implies creation of a scene from the laboratory work 1 using the materials
of weeks 7-13 and one’s own data of the laboratory work as well as Three.js and awe.js (figure 14).



                                               168
Figure 8: Performance pattern of the 8th week task.




Figure 9: Performance pattern of the 9th week task.




Figure 10: Performance pattern of the 10th week task.


   During 15-16 weeks of study, students fulfill the tasks of laboratory work 2 including trans-
ferring the scene from laboratory work 1 to 8th Wall using the 8-frame library.
   During 2020 80 students were involved in the experiment: POKT-18m and PO-16 groups
of Faculty of Information Technology of the Kryvyi Rih National University and MIM-14 and
FIM-14 groups of Faculty of Physics and Mathematics of the Kryvyi Rih State Pedagogical
University.
   So, among the participants in the experiment, a survey was conducted on the formation of
competence in the design and use of innovative learning tools.
   Survey results are shown in figure 15.
   A survey was conducted after the course to obtain feedback on the impressions of the
participants. The research data were collected using interview techniques in qualitative data



                                               169
Figure 11: Performance pattern of the 11th week task.




Figure 12: Performance pattern of the 12th week task.




Figure 13: Performance pattern of the 13th week task.


collection method. The survey was attended by 23 participants. It should be noted that at the
time of the interview all of them were no longer students, but STEM teachers, which allows us to
conclude that the responses received are independent. Gender distributions of the interviewees
were three men and twenty women.
   Interview questions:
   1. Have you had any experience with AR before studying the course?
   2. What was the most interesting thing to know?



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Figure 14: Performance pattern of the 14th week task.




Figure 15: Pre-course and post-course placement.


   3. Would you like to improve your knowledge of AR?
   4. Do you use augmented reality in your professional activities?
   5. What would you suggest to change to make the course more effective?
  The content analysis method was used to analyze the interview data. Data analysis includes



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the editing, structuring, and interpretation of collected data.

  1. Have you had any experience with augmented reality before studying the course?
  Initially, the following answers to this question were supposed:

    • Yes, I have developed applications myself.
    • Yes, I used training applications.
    • Yes, I used in everyday life (advertising, entertainment, etc.).
    • No, I haven’t.

  As a result, only 4 of those respondents used AR earlier, and only in everyday life, the
remaining 19 before the course had no idea about AR (figure 16).




Figure 16: Answers to the question “Have you had any experience with augmented reality before
studying the course?”


  2. What was the most interesting thing to know?
  The meaning of 100% of respondents’ answers was either to the process of development or
the result of application development or the practical application of these applications.
  All received answers were the application development; process of reviving pictures; convert
2D images to 3D; 3D modeling; practical application; visualization.
  The most impressive answer was: “Results exceed all expectations”.

   3. Would you like to improve your knowledge of AR?
   To this question 2 respondents gave a negative answer, 1 was difficult to answer, 15 answered
in the affirmative, and 5 said that they have already improved their knowledge. Figure 17 shows
the distribution of responses as a percentage.




                                               172
Figure 17: Answers to the question “Would you like to improve your knowledge?”


  4. Do you use AR in your professional activities?
  All the received answers are:

    • I’m already using it.
    • I’m going to use.
    • I think I will use it.
    • No, I don’t (figure 18).




Figure 18: Answers to the question “Do you use AR in your professional activities?”


  Respondents identified areas for using AR, such as a master class on the use of augmented



                                                173
reality for school teachers, when learning to program with high school students, when learning
mathematics in specialized classes.
  One respondent immediately after the course during preparation for the state exam. One of
the questions on the exam was “Demonstration of a fragment of a non-standard lesson”. The
theme of the lesson was “Creating logos. Brandguide. Brand book”.

  5. What would you suggest to change to make the course more effective?
  The answers we’ve received:
    • Reduce independent work.
    • Increase classroom activities (lectures, labs, consultations).
    • Extend the course for 2 semesters.
    • Detail the methodological guidelines.
    • Increase the number of practical tasks connected with STEM courses.
    • The idea of conducting a survey using AR markers was interesting.


4. Conclusion
To get a complete picture of students’ impressions of the course, it is necessary to reproduce
exactly the answers of some students.

        Before the course, I had no idea what AR was. We enjoyed both the process
      and the result. And the result exceeded all expectations. The organization of the
      course was excellent. The presentation of the material in the lectures was avail-
      able and dosed, the tasks in the laboratory classes were clear and had practical meaning.

        I use and plan to use received knowledge in the future because the AR is not only
      popular, but it also increases the level of understanding of the material, and what the
      most important is it helps to interest the student!

  Thus, the course “Development of VR and AR software” promotes the development of com-
petence in the design and using innovative learning tools. The research is not completed, the
implementation of the developed course and experimental verification of its effectiveness has
been continuing.


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