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VR Vocabulary Trainer — Master Thesis Repository

1) Project Overview

  • Goal: Demonstrate how VR supports learning models via an interactive Vocabulary Trainer that lets learners see, hear, and manipulate 3D word objects.
  • Hardware: Meta Quest 2 (PC-VR via Link/Air Link).
  • Core idea: Compare learning modes with increasing interactivity:
    • M1 — Seeing & Hearing (baseline; no grabbing)
    • M2 — Seeing, Hearing & Controller interaction
    • M3 — Seeing, Hearing & Hand-tracking interaction

2) Key Features

  • Three Modes (M1–M3): Toggle interaction depth from passive viewing to full hand-tracking.
  • Teleport Locomotion: Predefined hotspots keep users oriented at each learning table (reduces cybersickness).
  • Audio Pronunciation: Point to a speech-bubble on each object’s canvas to hear the word.
  • Languages: English, German, Vimmi (fictional; ensures zero prior knowledge).
  • Basket Mechanic: Drop an object into the basket to “mark as learned” — it despawns after a short delay.
  • Tutorial Scene: Teaches locomotion and grabbing with controllers and hand-tracking.

3) General Architecture

3.1 Scenes

  • StartMenu → pick Mode (M1/M2/M3), Order (fixed/random), Source→Target language (default: EN→VIM).
  • Scene1 / Scene2 / Scene3 → neutral rooms with wall tables, teleport points, and object stations.
  • Tutorial → basic movement + interaction walkthrough (controllers & hand-tracking).

3.2 Interaction & Locomotion

  • Locomotion: Teleport hotspots + viewpoints (keeps the user facing each object).
  • Grabbing:
    • M2: Controller grab (Meta XR Grab Interactable)
    • M3: Hand-tracking grab (Meta XR Hand Grab Interactable)
  • Object UI: Per-object canvas (title labels; speech-bubble triggers audio). Ray/pointer for controller; pinch/point for hands.

3.3 Data / Assets Layout

Each learnable object lives under Resources/LearnObjects/<objectName>/:

<objectName>.prefab      # 3D model prefab
eng.mp3                  # English audio
ger.mp3                  # German audio
vim.mp3                  # Vimmi audio
loc.txt                  # "German,English,Vimmi" (CSV-style single line)

At runtime, the backend loads these assets, creates LearnObject instances, and spawns canvases and prefabs (random or fixed) at predefined positions.


4) Getting Started

  1. Install
    • Unity (version compatible with Meta XR Interaction SDK)
    • Meta Quest Link (for PC-VR) and Meta XR All-in-One SDK from the Asset Store
  2. Clone & Open
    • git clone https://github.com/CyberNord/MS_VR_SS2024
    • Open in Unity; import Meta XR packages if prompted
  3. Target
    • For testing, use PC-VR: connect Quest 2 via Link/Air Link
  4. Play
    • Enter Play Mode in StartMenu.unity, choose mode and language, press Start
    • Or Build & Run for PC-VR

sample_msc_combo-ger

4.1) External Assets

This project requires several external 3D assets that are not included in this repository due to license restrictions.
Please refer to /Docs/ExternalAssets.md for a complete list and download links.


5) Usage

  • Start Menu Options
    • Mode: M1 (no grab) / M2 (controller) / M3 (hand-tracking)
    • Order: Fixed randomized vs. randomized
    • Source→Target: e.g., EN→VIM, DE→VIM
  • In-Scene
    • Teleport to each station
    • Read labels (mother tongue + target)
    • Point speech-bubble to play audio
    • M2/M3: Grab objects; drop into basket when learned

6) Research Context & Results

  • Built to probe embodied learning and VARK benefits in VR.
  • Two expert studies: SUS (good→excellent), NASA-TLX, no cybersickness reported; tutorial scene improved UX.
  • No long-term retention test included (future work).

7) Acknowledgements

Developed at Johannes Kepler University Linz. For theoretical background, design decisions, and study methodology, see the accompanying Master’s Thesis (Development and Evaluation of a VR Application in a Learning Environment).

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