<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The project formation of virtual graphic images in applications for distance education systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vitaliy Lazoryshynets</string-name>
          <email>vlazoryshynets@gmail.com</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Volodymyr Pasichnyk</string-name>
          <email>vpasichnyk@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nataliia Kunanets</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dmytro Motornyi Tavria state agrotechnological university</institution>
          ,
          <addr-line>Zhukovskoho street 66, Zaporizhzhia, 69063</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Lviv Polytechnic National University</institution>
          ,
          <addr-line>Stepana Bandery Street 32-a, Lviv, 79013</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute”</institution>
          ,
          <addr-line>37, Prospect Beresteiskyi, Solomyanskyi district, Kyiv, 03056</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>PHEI Bukovinian University</institution>
          ,
          <addr-line>Darvina Street 2-A, Chernivtsi, 58000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Uzhhorod National University</institution>
          ,
          <addr-line>Narodna Square 3, Uzhorod, 88000</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Projects on the creation of programs, using virtual reality, primarily stimulate human thinking. Virtual reality contributes to the progressive formation of the characteristics of human thinking, and also develops forms of mental activity. Working in educational VR projects improves the usual indicators of figurative short-term memory, observation, stability, concentration of attention, ability to generalize and classify. Thus, an educational application using virtual reality technology has been developed. During the development process, the main goal was to make the application as interesting and comfortable as possible for the target audience to use, to achieve the set goals and to realize all the useful opportunities that virtual reality provides.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;virtual reality</kwd>
        <kwd>educational application</kwd>
        <kwd>virtual classroom</kwd>
        <kwd>educational project 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In connection with the mass transition of educational institutions to distance education,
many people have found both advantages and rather serious disadvantages in this. When
the question arose of replacing the traditional form of education with distance education,
it was necessary to quickly solve the problems of establishing an effective organization of</p>
      <p>0000-0002-8803-762X (V. Lazoryshynets); 0000-0001-9434-563X (V. Pasichnyk); 0000-0003-3007-2462
(N. Kunanets); 0000-0002-4057-1217 (O. Artemenko); 0000-0002-8121-3782 (A. Sihaiov);
0000-0003-30524393 (H. Hesheva)</p>
      <p>
        © 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
distance education. In modern conditions, traditional education in institutions of higher
education is gradually supplemented or even replaced by new distance learning
technologies. The project principle of distance learning has already become an important
part of the education system [
        <xref ref-type="bibr" rid="ref1">1,2</xref>
        ]. But never before has it been so widespread in the
world: both universities and schools work online. Virtual reality technology can help
improve perception and increase immersion in this form of learning.
      </p>
      <p>Virtual reality is being used by many industries to achieve new levels of user
engagement, and thus its popularity is growing every year. More importantly, the price of
virtual reality devices is gradually decreasing, and it is becoming affordable for a mass
audience. As anyone who has tried a VR headset before can attest, the ability to accurately
perceive spatial relationships in a virtual reality world cannot be replicated through
traditional 2D media such as screens or paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Problem statement and related works</title>
      <p>Nowadays, virtual reality projects are used in a huge number of different fields: medicine,
the army, production, museums, education, etc [3,4]. For educational processes, the use of
virtual reality technologies has only just begun. In the last two years, almost all
educational institutions were forced to switch to distance education in connection with
the pandemic. In the conditions of distance education, acquiring practical skills is
impossible immediately after mastering theoretical knowledge, because it can be
dangerous for a person without experience, or the cost of conducting it is very expensive
[5]. In the conditions of a pandemic and martial law, the use of virtual reality technologies
in the educational process is particularly relevant [6].</p>
      <p>Scientists distinguish the following methods of distance learning [7]:
•
•
•
•</p>
      <p>D-learning (distance learning) is a method that allows learning remotely. Not to be
confused with e-learning. The student does not meet the teacher or other students
in real time. Despite this, two-way communication between them is a prerequisite.
You can communicate, for example, by email, Skype, messengers;
E-learning is one of the types of distance learning that is often chosen for
conducting courses. For the lesson, the student needs the Internet and a computer.
Thanks to e-learning, you can participate in seminars, complete courses or even
university without leaving your home. A huge number of companies, trainers,
universities have chosen e-learning for training their employees and students.
Because e-learning is suitable both for classes in small teams and for teaching
groups of thousands;
M-learning – if a mobile device or a laptop with a stable Internet connection is used
for distance learning, then it is already m-learning, from English mobile learning
[8];
B-learning (or blended learning) is a method that allows you to combine traditional
and distance learning. Depending on the goals of the course, different forms of
communication with the teacher are used. If the topic requires practical skills, then
students come to the classroom. At the same time, part of the information is sent by
•
email or taught in the form of a video lecture. Sometimes students meet with the
teacher online at webinars or trainings [9];
Webinar is a presentation, lecture, seminar or training organized using webcast
technology. Webinars provide two-way communication between the teacher and
students. This technology is ideal for synchronous learning, as on a webinar you
can not only send and receive information in real time, but also conduct
discussions, questionnaires, etc.</p>
      <p>There are a large number of Internet resources and programs that allow teachers to
establish remote communication with students and organize the learning process as
productively as possible [8]:
•
•
•
•
•
sending messages (email, WeChat, WhatsApp, etc.);
joint work in documents (Google documents, interactive online boards IDroo,
MIRO, WikiWall, etc.);
social networks (Facebook, Instagram and others);
course management system or virtual learning environment (Moodle, Ilias, Sakai,
TrainingWare Class, etc.);
video conferencing (Zoom, Google Meet, Microsoft Teams, Skype, etc.).</p>
      <p>A certain leader among these programs is Zoom. To date, this program has perhaps the
richest functionality, including in the basic version. Zoom is a service for conducting video
conferences, online meetings and distance learning. With its help, it is possible to hold
large interactive events with video, sound and screen broadcasting (up to 100 participants
can participate in the free version of the program). Zoom is configured to manage large
audiences with registration, host controls, polls, Q&amp;A, hands-on voting, chat, event video,
and more.</p>
      <p>Having analyzed all the features, software tools, advantages and disadvantages of
distance learning, it was found that many of the actual disadvantages of the
abovementioned method of training can be eliminated by using the latest technologies, namely
by implementing distance training using virtual reality technology, which will be able to
give training participants a sense of presence in the virtual world, will be able to convey
depth and accurate perception of geometric properties of objects in three-dimensional
space. With the help of visualization of the participants of the scientific process through
virtual images that will be able to reproduce gestures, movements, emotions. Also, virtual
reality will be able to solve the problem of conducting practical classes to a greater extent,
as students will be able to interact with virtual objects using hand tracking. And of course,
students and teachers will have the opportunity to discuss various topics with the help of
microphones built into the headsets.</p>
      <p>The purpose of this article is to reveal the features of the organization of educational
projects for distance learning using virtual reality technologies, the formation of virtual
graphic images and the development of an educational VR application that would allow
the use of VR technology to significantly expand the possibilities of distance learning.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Requirements for projects of D-learning application with virtual reality technology</title>
      <p>Few of even the most effective education systems are sufficiently well equipped to quickly
and efficiently transition the learning process to online mode. Such attempts often proved
unsuccessful, and success in many cases was ensured by experience and the realization of
opportunities to learn from the mistakes made in the past. Technical progress often
outstrips the development of the capacity of responsible authorities to use new
opportunities. Costs are usually very high. Creating the necessary infrastructure is often a
major challenge along the way. But with all the importance and high cost of infrastructure,
much more serious problems are related to providing methodological and technical
support to teachers so that they, in turn, can help learn in a new educational environment;
creating high-quality digital content, relevant curriculum, and assessment tools; formation
of digital skills for the successful use of technical means of education; introduction of
reference and information management systems; monitoring and evaluation of processes
and their impact; and introducing the necessary rules.</p>
      <p>The term "virtual reality" is interpreted as "near reality", but it usually refers to a
certain type of reality emulation [10]. Everything we know about our reality comes
through our senses. In other words, our entire experience of reality is simply a
combination of sensory information and our brain mechanisms that perceive that
information. It can then be said that if you can represent your feelings with composite
information, your perception of reality will also change in response to it. You may be
presented with a version of reality that does not actually exist, but from your point of view
it will be perceived as reality.</p>
      <p>If a virtual reality implementation manages to achieve a combination of hardware,
software and sensory synchronicity, then a sense of presence is achieved. Where the
subject really feels as if he is present in the virtual environment.</p>
      <p>There are different types of virtual reality: with the effect of full immersion, without
immersion, VR technologies with a common infrastructure. The VR everyone is raving
about is virtual reality with a fully immersive effect, because it's an explorable and
interactive 3D world that can take you to places you can't go in real life: whether it's
walking on Mars or driving through mountains in sports car.</p>
      <p>Non-immersive VR technology includes simulations with images, sound and controls
projected onto the screen. Such systems are classified as virtual reality, since they far
exceed other multimedia tools in terms of the degree of impact on the viewer, although
they do not fully implement the requirements for VR.</p>
      <p>Having evaluated the possibilities of virtual reality today, it was decided to create a
product using this technology. Having studied the problems of distance education, the
development of the software product was aimed specifically at solving certain problems of
distance education.</p>
      <p>The main purpose of the application is to conduct training sessions and conferences
using the technologies that virtual reality can currently provide us.</p>
      <p>The application should provide users with an opportunity to:
1. Create a joint session;
2. Display the speaker's virtual model: visual model, movement, gesticulation;
3. Synchronization of the image from the interactive whiteboard between all
participants of the session.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Software of virtual reality systems</title>
      <p>Since the trends of using virtual reality in various fields are growing, and the headset is
becoming more and more accessible to ordinary users, many developers are starting to
adapt their products to the VR platform.</p>
      <p>When learning VR development, you need to rely on programming guides and tutorials.
Whether you're learning to code in C#, developing in Unity, or building VR apps, there are
essential skills and tips you should know. Learning how to develop quality products on
your own is difficult, but possible. Many people start their development journey as a
hobby. But then this hobby successfully turns into a job.</p>
      <p>So, first you need to decide on a game engine. There are two leading choices of game
engines: Unreal Engine and Unity. Both are capable of fulfilling any need, are reliable and
have their pros and cons. However, most prefer Unity.</p>
      <p>Unity has been on the market since 2005, and it has become one of the most stable and
powerful game engines. Developers create 3D and 2D games, apps, simulators, and more.
More than 50% of mobile games and 60% of VR/AR applications are created using Unity
[11].</p>
      <p>The engine supports a range of SDKs and integrations for all major VR and AR devices.
The Unity Asset Store will allow you to download the necessary ready-made 3D models,
SDKs and more, from free to expensive. A developer can work with basic assets, work on
more complex ones, and develop their own.</p>
      <p>Unity has a lower entry point for new developers. With a large community of
developers, Unity and its supporters create a space where anyone can just start and learn.</p>
      <p>While Unreal excels in high resolution graphics. However, Unity is catching up, and this
is no longer the main differentiating factor between these engines.</p>
      <p>Much of Unity's power comes from using C# for programming, a language that works
best when creating desktop, mobile, and VR applications. It is widely used in game and VR
development, as over 90% of VR/AR developers use C# .</p>
      <p>Unreal uses C++, which has a less consistent syntax than C#. C# is a statically typed
language, meaning that code is checked by Unity before the program is executed. Errors
are detected and corrected more easily.</p>
      <p>Each VR device has its own SDK: HTC Vive uses SteamVR, Oculus products use Oculus
Integration, etc. Therefore, it is important to determine which hardware you want to
create a product for before starting development.</p>
      <p>Deciding which VR device to build a product for requires deciding what the user will be
able to do in the app. Does the app need to be widely available? Had full immersion with
the ability to interact with virtual objects? Was it mobile or stationary?</p>
      <p>Otherwise, the development of an application with virtual reality technology is reduced
to the development of a regular application. However, several factors should be taken into
account to create a gaming stereo camera that will be able to broadcast objects that the
user looks at from different angles at the same time. Typically, major VR headset
developers provide access to libraries that allow you to quickly and easily link the physical
device and provide access to its functionality in your app.</p>
      <p>Special attention should be paid to game performance. VR games require quite a lot of
power from the machines on which they will be executed. The first reason for this is stereo
cameras, which, unlike a regular camera in games, reproduce two images at once to
achieve the effect of depth of objects. Also, for VR applications, it is necessary to achieve a
high frame refresh rate so that all movements in the game are smooth and the player is
comfortable in the virtual world. This is usually 60 fps, but more expensive VR headsets
already support 90 fps or even 120 fps.</p>
      <p>Although virtual reality immersion devices are usually similar, the way images are
projected in front of our eyes is very different. For example, in HTC Vive and Oculus Rift,
all calculations and operations are calculated on the basis of the PC to which they are
connected. But some big companies, such as Google and Samsung, offer more affordable
VR devices that require a smartphone connection to receive data from it. Sony also
managed to produce a virtual reality helmet for the PlayStation platform known to all
gamers. Also, I would like to highlight autonomous platforms that appeared not so long
ago. And in order to plunge into the virtual world, there is no need to use any additional
devices. All calculations take place inside the built-in processor, which receives
information from sensors that are also built into the device. In 2018, Oculus introduced
the Oculus Go and Oculus Quest stand-alone helmets, and Lenovo released the Lenovo
Daydream stand-alone headset.</p>
      <p>Once the headset and power source are identified, some information is also required to
get started – be it via head tracking, controllers, hand tracking, voice, on-device buttons or
trackpads.</p>
      <p>Immersion is what everyone who makes a VR headset, game or app strives for - to
make the VR experience so real that people forget about the computer, headgear and
accessories and act just like in the real world. But how to get such an effect?</p>
      <p>VR headsets such as Oculus Rift and PlayStation VR are often called HMDs (head–
mounted displays), which means that these devices can open up the world of virtual
reality to you just by being placed on your head. Even without tracking sound or hand
movements, holding Google Cardboard over your head and using your smartphone's
display can be enough to half-immerse you in a virtual world.</p>
      <p>Video is sent from the console or computer to the headset via an HDMI cable in the case
of devices such as the HTC Vive and Rift. As for Google's Daydream headset and Samsung's
Gear VR - the video is shown on a smartphone installed in the headset.</p>
      <p>VR headsets use either two channels sent to a single display, or two LCD displays, one
per eye. Lenses are also installed in helmets, which are placed between a person's eyes
and the original image, which is why the devices are often called glasses. For the most
part, they can be adjusted to match the distance between your eyes and the display,
depending on each individual person to achieve the best detail.</p>
      <p>These lenses focus and transform the image for each eye and create a stereoscopic 3D
image by setting the angle between the two 2D images to mimic what each of our eyes see.
One can try closing one eye and then the other to see how separate objects move from side
to side and one might understand what it’s all about.</p>
      <p>One of the important parameters of a VR headset that can increase the sense of
presence is the field of view, that is, how wide the "corridor" will be between the eyes and
the display. A 360-degree display would be too expensive and unnecessary. Most high-end
headsets are made with a field of view of 100 or 110 degrees, which is enough to get the
effect of presence.</p>
      <p>How your head movements are tracked is also important. Head tracking means that
when you wear a VR headset, the output image shifts based on your movements,
simulating what a person in the real world would see with those movements at that point
in time. When a person looks up, down, sideways or tilts his head, the image adjusts
accordingly.</p>
      <p>The system, called 6DoF (Degrees of Freedom), places your head in view on the X, Y,
and Z axes to measure forward and backward, side-to-side, and shoulder-to-shoulder head
movements.</p>
      <p>In the case of a 3-DoF headset, we can track rotational motion, but not translational
motion. From the movements of the user wearing the VR headset, it is possible to track
whether the user looks left or right, turns his head down, up or to the sides. With 3–DoF,
we cannot tell if the user has moved (transitional motion) in the scene while moving in
real life.</p>
      <p>There are several different internal components that can be used in a head tracking
system: a gyroscope, an accelerometer, and a magnetometer. Head tracking technologies
need low latency to be effective. It's about 50 milliseconds or less. Otherwise, a person will
not be comfortable in the virtual world, he will be able to feel these lags between when the
head turns and when the VR environment changes. The Oculus Rift has an impressively
minimized lag of just 30ms. Lag can also be a problem for any input required for motion
tracking, such as PS Move-style controllers that measure hand movements.</p>
      <p>After the virtual environment changes visually according to the person's movements,
the immersive effect can be further enhanced with sounds. 3D audio can be used by
developers of applications and games to give the user a sense of space, directionality of
sound: coming from behind, from the side, or away from the user.</p>
      <p>Head tracking is one of the main advantages of premium headsets over other 3-DoF VR
headsets. But big companies are still working on tracking traffic. When you look down
with a VR headset, the first thing you want to do is see your hands in virtual space. For a
while there was a Leap Motion accessory – which uses an infrared sensor to track
movements – strapped to the front of Oculus devices. Movement could also be tracked
using the Kinect 2 cameras. But now there are advanced input systems from Oculus, Valve
and Sony.</p>
      <p>Oculus Touch is a set of wireless controllers designed to give a person a sense of how
they can use their hands in VR. The player simply holds each controller and uses its
buttons, panels and triggers while in the virtual world. Each controller also has a set of
sensors to detect human gestures.</p>
      <p>In addition to all of the above motion tracking devices, eye tracking technology has
recently been discussed. Eye tracking is perhaps the final piece of the virtual reality
puzzle. It's not yet available for the Oculus Rift, HTC Vive, or PlayStation VR, but it will be
featured in Fove's highly promising VR headsets. Eye tracking can now be seen in HTC
Vive's implementation of Tobii technology.</p>
      <p>Inside the Fove headset are infrared sensors that track eye movements, so the headset
knows where your eyes are looking in virtual reality. The main benefit of this, aside from
allowing in-game characters to respond more accurately to where the player is looking, is
to produce a more realistic depth of field.</p>
      <p>In standard VR headsets, everything is in sharp focus, which is not quite what we are
used to seeing in the real world. If our eyes look at an object from afar, the foreground is
blurred, and vice versa. By tracking our eyes, Fove's graphics engine can simulate this in
3D VR. The ability to focus your gaze on an object will only complement the sensations
provided by the virtual world.</p>
      <p>Today, helmets still require higher resolution displays to avoid the pixelated image
effect. Also, what our eyes focus on should look as real as possible. Without eye tracking,
all objects are in sharp focus, and when you move your eyes instead of your head, the
human brain still knows something isn't real.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Project development and the structure of the virtual reality educational application</title>
      <p>The application should include two roles (actors): speaker (teacher) and listeners
(students). On the main screen, it is possible to create a session for conducting a virtual
lesson, or to connect to an already existing session. When creating a new session, the user
sets the name of the virtual room and the maximum number of students who will be able
to join. After creation, the user enters the virtual audience. With the help of a virtual
reality helmet, the movements, positions and turns of the hands and head are monitored.
In turn, the received data is transferred to a 3D model (virtual image) of the speaker. With
the help of the microphone built into the headset, the speaker has the opportunity to
speak, and with the help of the headset controllers – the opportunity to reproduce hand
gestures and interact with virtual objects.</p>
      <p>The role of the presenter includes the ability to turn off the audio, show a presentation,
interact with the virtual board, and show various three-dimensional models of objects.
Listeners have the opportunity to ask a certain question (clarification) to the speaker by
pressing a key at the workplace. There is an interactive whiteboard in the classroom, with
the help of which the teacher can familiarize the students with visual content. At the end of
the work, the creator of the session has the option to delete the session, thereby all users
of the session get back to the main menu.</p>
      <p>Comparing the game engines Unreal Engine and Unity in the development vector of the
distance learning application, Unity is preferred. The largest manufacturer of virtual
helmets Oculus has full support for the Unity game engine and provides a package of
necessary libraries to access the functions of the helmet. Oculus also releases updates to
its autonomous helmets quite often. It is for virtual reality helmets of this type that the
application is aimed at. Being able to quickly access new helmet features thanks to the
Oculus Integration package for Unity is a big plus for this game engine. In addition, there
are many other advantages.</p>
      <p>In general, Unity 3D is a package that contains all the necessary functions. Unity makes
game development easier, faster and more efficient. Currently, it is one of the best tools for
creating small and medium games. In addition, it is very easy to master and has an
affordable price policy [12].</p>
      <p>First, a simple blank 3D project was created in Unity. After that, the necessary settings
were made, including the installation of the development platform - Android. OpenGLES3
was taken as the graphics core.</p>
      <p>Since it was decided to develop the application for virtual reality helmets from the
Oculus company, the Oculus Integration package for Unity was imported into the project.</p>
      <p>It was decided to develop the application according to OOP paradigms. Therefore,
different scenes will be created in the project according to their tasks. Scenes contain
objects. They can be used to create the main menu, individual levels, and anything else.
With the help of scenes, you can break the scenario of using the application in the
educational process into separate blocks.</p>
      <p>In the created project, 2 scenes were created: a lobby, where users will be able to create
a virtual room or enter an already created one; the auditorium is actually the main stage
where the educational process itself will take place.</p>
      <p>Each scene has its own manager, which controls other subsystems. A manager is a
general script of a certain structure, which contains information about smaller objects that
make up this structure. In turn, managers manage objects on the scenes to which they are
attached. Each manager knows and monitors the work of only those components to which
he is attached.</p>
    </sec>
    <sec id="sec-6">
      <title>6. User interface development</title>
      <p>Figma graphic editor was chosen to create the interface layout. Figma is a web design tool
that is completely based on cloud computing. It allows the user to work simultaneously
with his team members on the same file without any difficulty. It helps to achieve flawless
performance and better design in website business.</p>
      <p>This tool has many amazing features that can bribe any user. Many useful functions and
ease of use and simple export of vector images have been implemented. There are many
more obvious advantages.</p>
      <p>After creating the layout, the necessary textures were exported and the layout was
already done in the Unity game engine. It was decided to develop the distance learning
application in two versions - for autonomous virtual reality helmets and for ordinary
phones on the Android platform. This will expand the capabilities of users who, for some
reason, will not be able to connect to the virtual room using a helmet. But in turn, this
imposed certain difficulties, because different EventSystem components need to be
configured for different platforms to interact correctly with the user interface. The
EventSystem is responsible for handling events in the Unity scene. And only one
EventSystem object is allowed to be created in a scene. Therefore, during development, we
had to work on separate versions of the user interface separately for mobile devices and
helmets.</p>
      <p>To implement the interface, unlike a mobile device where the interface is
superimposed on top of all objects in the scene, in a helmet it is important to place the
interface on a certain three-dimensional plane, since the virtual reality user will be able to
move around the interface. Based on this, the entire interface was placed inside the
created 3D room.</p>
      <p>A separate camera and event processing system were created to display the interface
on a mobile device. When initializing the Lobby scene, the scene manager determines on
which device the application is running, and according to this information activates the
corresponding camera.</p>
      <p>After the realization of the scene from the lobby, it was decided to develop a pleasant
audience for user perception. Autodesk 3Ds Max software was used to develop the 3D
model of the classroom virtual room. It is a computer graphics program for creating 3D
models, animations and digital images. It is one of the most popular programs in the
computer graphics industry and is well known for having a solid set of tools for 3D artists.</p>
      <p>This program allows you to easily and quickly create professional quality animations.
Many industries use 3Ds Max to create graphics that are mechanical or even organic in
nature. Engineering, manufacturing, education, and medical industries also use 3Ds Max
for their visualization needs. The real estate and architecture industries use 3Ds Max to
create photorealistic renderings of buildings during the design phase. In this way, clients
can accurately visualize their living spaces and offer critiques based on real models.</p>
      <p>3ds Max uses polygon modeling, which is a common technique in game design. Thanks
to polygon modeling, artists have a high level of control over individual polygons, giving
them a greater range of detail and precision in their work.</p>
      <p>After the process of creating the 3D model itself, textures were searched from free
sources on the Internet. Also, some models of scenery in the virtual audience were taken
from free sources. Accordingly, when the 3D models were developed, they were exported
in FBX format and imported directly into the game engine environment. Colliders have
been added to required objects so that they can be interacted with in the future. After all
the objects in the scene were placed, it was time to add the light sources, Post Processing
and Reflection Probes. All this was necessary to achieve the most pleasant visualization of
the virtual world.</p>
      <p>Added PostProcessing to cameras. It uses full screen filters and effects to the camera.
The image enters the buffer, where various visual effects are applied to it, and only after
that it is displayed on the screen. Post-processing can greatly improve the visual
component of an application with little setup time.</p>
      <p>PostProcessing offers quite a large selection of effects. Various post-processing profiles
have been created for different situations, with the help of which you can convey a certain
mood in a particular game situation.</p>
      <p>Also, it was decided to use Reflection Probes to implement correct reflections on
suitable surfaces. Such a reflection resembles a camera that captures a spherical view of
the surrounding environment in all directions. The captured image is then saved as a
Cubemap, which can be used by objects with reflective materials. Multiple such reflection
spheres can be used in a single scene, and objects can be set to use the cubemap produced
by the nearest sphere. The result is that reflections on an object can convincingly change
according to its surroundings.</p>
      <p>The virtual reality application was developed for the Android platform, both for mobile
devices and for autonomous helmets that also work under the Android system. Therefore,
it was decided to use static light reflection maps for reflections, using the Reflection Probe
– Baked type. This decision made it possible to "bake" low-quality images (maps) of light
reflection, which will be stored in the RAM and will show only static objects in the
reflections. For this, many spheres were created with reflections throughout the scene at a
short distance from each other. Depending on the camera on the map, the reflection
system will select the nearest sphere and receive data from it about which reflections will
be shown for a certain position of the player's camera.</p>
      <p>As a result, a rather comfortable and pleasant virtual audience turned out. If it is not so
important on the mobile phone version, then for the user who uses the application in a
virtual reality helmet, such visualization greatly adds to the sense of presence and after a
few minutes a person forgets that he is in a virtual environment.</p>
      <p>Thus, the developed software product is an educational and fascinating application using
virtual reality technology. It will help users receive new information and insights, as well as
give an opportunity to talk about various topics and complete certain tasks. The use of VR
technology gives the application novelty, and the participants will experience the educational
process completely differently, immersed in the virtual.</p>
      <p>VR is a computer interface that, in the educational process, is designed to simulate the
real world outside a flat monitor to provide the user with immersion in a virtual world. It
is often difficult to reconstruct the scale and distance between objects in static 2D images.
Thus, virtual reality expands the possibilities of information perception in the learning
process.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>In connection with the transition of educational institutions to distance learning, many
people found both advantages and rather serious disadvantages in this. Having analyzed
the main disadvantages of distance learning platforms, we can come to the conclusion that
many problems can be avoided if we use virtual reality technology.</p>
      <p>In modern conditions, virtual reality under the control of teachers makes it possible to
create innovative educational materials and organize VR laboratories. After that, all the
selected and created information is gathered together in a certain program, in order to get
unique educational resources in a three-dimensional image as a result.</p>
      <p>As a result, the developed software product is an interesting and useful application that
uses virtual reality technologies. With its help, users will be able to gain new knowledge,
discuss various topics and perform some practical tasks. VR technology gives the
application a special charm, participants will be able to experience the entire educational
process in a new way, with complete immersion in the virtual environment.
[2] Bondar, A. , Bushuyev, S. , Onyshchenko, S. , Tanaka, H. Entropy paradigm of
projectoriented organizations management (2020) CEUR Workshop Proceedings, 2565, pp.
233-243.
[3] Pіterska, V., Rudenko, S., Shakhov, A. (2018), "Development of the Method of Forming
of the Architecture of the Innovation Program in the System
"University-StateBusiness"", International Journal of Engineering &amp; Technology (UAE), vol. 7 (4.3), P.
232–239. DOI: https://doi.org/ 10.14419/ijet.v7i4.3.19793
[4] Silverman, J., &amp; Hoyos, V. (Eds.) (2018). Distance learning, e-learning and blended
learning in mathematics education: International trends in research and
development. ICME13 monographs. Springer.
[5] R. Bakhmut, N. Kunanets, V. Pasichnyk, O. Artemenko and I. Tsmots, "Using
augmented reality WEB-application for providing virtual excursion tours in university
campus," 2021 IEEE 16th International Conference on Computer Sciences and
Information Technologies (CSIT), 2021, pp. 243-247, doi:
10.1109/CSIT52700.2021.9648806.
[6] V. Piterska, A. Shakhov, O. Lohinov and L. Lohinova, "The Method of Transfer of
Research Project Results of Institution of Higher Education," 2019 IEEE 14th
International Conference on Computer Sciences and Information Technologies (CSIT),
2019, pp. 77-80, doi: 10.1109/STC-CSIT.2019.8929887.
[7] Nowak, L.I. (2015). Traditional Versus Distance Learning Course Structures:
Differences In Student Learning And Satisfaction. In: Spotts, H. (eds) Proceedings of
the 2002 Academy of Marketing Science (AMS) Annual Conference. Developments in
Marketing Science: Proceedings of the Academy of Marketing Science. Springer, Cham.
https://doi.org/10.1007/978-3-319-11882-6_66
[8] Lai, KW. (2020). Mobile Learning, Challenges in. In: Tatnall, A. (eds) Encyclopedia of
Education and Information Technologies. Springer, Cham.
https://doi.org/10.1007/978-3-030-10576-1_242
[9] Marques, B.P., Reis, R., Proença, P. (2022). Training Course in B-Learning Mode: A
Case Study. In: Rocha, Á., Ferrás, C., Méndez Porras, A., Jimenez Delgado, E. (eds)
Information Technology and Systems. ICITS 2022. Lecture Notes in Networks and
Systems, vol 414. Springer, Cham. https://doi.org/10.1007/978-3-030-96293-7_33
[10] Bauer, J., Ebert, A. (2015). Mobile Devices for Virtual Reality Interaction. A Survey of
Techniques and Metaphors. In: Brunnett, G., Coquillart, S., van Liere, R., Welch, G.,
Váša, L. (eds) Virtual Realities. Lecture Notes in Computer Science(), vol 8844.</p>
      <p>Springer, Cham. https://doi.org/10.1007/978-3-319-17043-5_6
[11] Smith, M., Maiti, A., Maxwell, A.D., Kist, A.A. (2019). Using Unity 3D as the Augmented
Reality Framework for Remote Access Laboratories. In: Auer, M., Langmann, R. (eds)
Smart Industry &amp; Smart Education. REV 2018. Lecture Notes in Networks and
Systems, vol 47. Springer, Cham. https://doi.org/10.1007/978-3-319-95678-7_64
[12] Wang, D. Gamified learning through unity 3D in visualizing environments. Neural
Comput &amp; Applic 29, 1399–1404 (2018).
https://doi.org/10.1007/s00521-017-29285</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Bondar</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bushuyev</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bushuieva</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Onyshchenko</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <article-title>Complementary strategic model for managing entropy of the organization</article-title>
          <source>CEUR Workshop Proceedings</source>
          ,
          <year>2021</year>
          ,
          <volume>2851</volume>
          , pp.
          <fpage>293</fpage>
          -
          <lpage>302</lpage>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>