DIGITAL LIBRARY
EXPERIENCES OF INCORPORATING VIRTUAL REALITY AT THE SCHOOL OF ENGINEERING OF THE CENTRAL UNIVERSITY OF CHILE
1 Universidad Politecnica de Madrid (SPAIN)
2 Universidad Central de Chile (CHILE)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Pages: 3076-3085
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.0898
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
This proposal will present the implementation of a technology that has become a key to the development of modern Engineering worldwide: Immersive Virtual Reality, which allows future professionals of the careers involved to relate to cutting-edge technology that will be of conventional use in the short term.

This activity has been carried out between 2018 and 2019. The year 2018 with a total of 119 participating students and 49 direct users of the “Oculus Rift Touch” system. The implementation activity of Immersive Virtual Reality, for the year 2019, is associated with 2 transversal courses of the careers of the School of Engineering: Calculation I and Electricity and Magnetism, with a total universe of 430 students.

The implementation of this technology - in 2018 - was developed based on an activity previously defined by the Academic team and associated with 2 courses: “Computer graphic drawing” and “Building I” of the different careers of the School of Engineering. In both cases, a project was reviewed via printed planimetric and Immersive Virtual Reality, and then conducted a series of surveys that allowed students to determine accuracy and perception.

The main results of the experience were related to the recognition of the level of precision according to the bibliography (the larger the project, the greater the incidence of recognition of its geometric features will have the Immersive Virtual Reality), therefore for all cases studied, Virtual Reality delivered more precise results in the understanding of a three-dimensional model.

Then - the experience in development this year 2019 - is related to the creation of a Virtual Library to which the student can access - from anywhere in the world - select a particular subject and review a digital capsule with specific content, allowing to complement everything learned in their traditional classes. The capsules will be made with 2 combined formats: 360 ° video and built-in three-dimensional elements, in order to generate a recording - with the participation of a teacher, narrating the class, and including previously modeled three-dimensional elements that contribute to the understanding of the case in study. The content associated with the capsule of the Calculation I course will be the quadratic function. In Electricity and Magnetism: electric field.

These capsules can be seen by students at the University or at home, based on low-cost systems - and with a lower degree of immersion - such as the so-called "Cardboard" that uses the computing power of current mobile phones.

The project has been defined in 3 main phases associated with the design and technological execution, preparation of academic elements and, finally, the implementation and measurement of results, so, at the time of the Congress, this last phase will have been completed.

This proposal aims, therefore, to expose both experiences and their results, in order to disseminate the characteristics of incorporating Virtual Reality in the education of the Engineering area, based on experiences associated with the three-dimensional understanding of a project - in the year 2018 -and of learning Basic Sciences in an analogous versus digital way - in the year 2019 .
Keywords:
Immersive virtual reality, University training process, Engineering Education.