Virtual Energy Center for Teaching Alternative Energy Technologies
Christoph W. Borst* Kenneth A. Ritter III Terrence L. Chambers
University of Louisiana at Lafayette University of Louisiana at Lafayette University of Louisiana at Lafayette
ABSTRACT
We overview the Virtual Energy Center, a VR environment that
models a real energy facility to enable virtual field trips and self-
guided exploration. Our goal is to take advantage of emerging
low-cost hardware and improved networks to provide students
who cannot travel to the real facility with alternatives that provide
comparable educational benefit. The virtual facility is augmented
by visual guides and educational content to teach students about
concentrating solar power technology. A teacher physically near
the student can appear in the scene via depth camera imagery,
allowing the teacher to walk around in a classroom setting and
assist students. Additionally, work-in-progress is streaming the
depth images over a network to allow students to virtually meet
expert guides from the real facility. We summarize these features,
some interaction-related challenges, and ongoing testing.
Keywords: Virtual Reality, Education, Alternative Energy
Index Terms: H.5.1 [Information Interfaces and Presentation]:
Multimedia Information Systems: Artificial, augmented, and
virtual realities
1 INTRODUCTION
The Solar Technology Applied Research and Testing (START)
Laboratory, shown in Fig. 1, is a pilot-scale solar thermal power
plant that is the first university-owned facility of its type and size
in the United States [1]. It supports research on next-generation
solar devices and outreach activities to educate K-12 students
about solar energy and other forms of renewable energy. Physical
tours provide limited opportunities for educational experiences,
because it is difficult for many students to travel to START due to
geographical or scheduling constraints. For broader delivery of
educational experiences, we developed the Virtual Energy Center
(VEC), also shown in Fig. 1. Ritter and Chambers [2] described
the initial creation of a scale model of the real energy facility for
guided virtual tours to groups of students visiting a projection
display room.
Emerging low-cost VR devices will enable broad deployment
of VR experiences to homes or schools. We expect such
technologies are promising for education and training related to
alternative energy technologies at START. Increased motivation
and engagement can result from immersive and interactive VR
experiences and are fundamental to effective instruction [3][4].
We believe the first-person immersive view will also provide
students with a better understanding of size and spatial
arrangements of energy device components.
We extended the VEC to support consumer VR devices and to
include self-guided educational content. We summarize this
extended VEC, some related interaction challenges, and our
collaboration with local educators for assessing results.
Figure 1: Bird’s-eye view of the real (left) and virtual (right) facility.
2 ENVIRONMENT OVERVIEW
The VEC is rendered and scripted in the Unity game engine. It
currently uses the Oculus Rift DK2 for immersive visuals and
head tracking, Razer Hydra tracked wands for pointing-type
interactions and other inputs, and a second-generation Microsoft
Kinect as a depth camera to capture a teacher or guide.
2.1 Station Example
Students move through the VEC to visit several interactive
stations. The first station provides an overview map and
introductory explanations of both the facility and interaction
methods. Other stations provide content related to the nearby plant
components. For example, students visit a power block including
a model of a heat exchanger (Fig. 2). There, they learn how heated
fluid arrives from the solar array, how this heats and vaporizes
refrigerant by heat exchange, and how the resulting pressure
drives a generator through a twin screw expander. Interactive
elements include voice recordings indicated and triggered by
icons that appear in a constrained order, valves that are
manipulated to control the flow of fluids, particle systems to show
the associated fluid flows, and an animated exploded view that
shows the internal structure of the exchanger (especially a row of
metal plates). Small billboards can display additional technical
illustrations or photos of the real device. Before a student moves
to the next station, the educational module can ask the student to
answer quiz questions by pointing to answers or objects.
2.2 Navigation
In a classroom setting, students remain seated for practical and
safety reasons, and VR visuals should be comfortable for a wide
range of users. We place intentional constraints on virtual player
motion, both to provide some control over viewpoint and to
reduce mismatches between real and virtual user motion.
At each VEC station, the player’s view is that of standing on a
small platform with handrails. Platform location and height are set
to provide the clearest view of the presented educational content.
The viewpoint changes according to tracked head motion, which
is naturally constrained for seated classroom users. Larger virtual
motion (travel) occurs only when students move to the next
station after completing a station’s activities.
Finding and moving to the next station may help reinforce
students’ understanding of overall size and spatial arrangement of
the energy devices. One basic travel method is joystick-based
control of head-forward translation and left/right rotation. In early
*cborst@cacs.louisiana.edu
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other works. 10.1109/VR.2016.7504701