U. Cress, V. Dimitrova, and M. Specht (Eds.): EC-TEL 2009, LNCS 5794, pp. 627–632, 2009.
© Springer-Verlag Berlin Heidelberg 2009
Supporting Virtual Reality in an Adaptive Web-Based
Learning Environment
Olga De Troyer, Frederic Kleinermann, Bram Pellens, and Ahmed Ewais
Vrije Universiteit Brussel, WISE Research Group, Pleinlaan 2,
1050 Brussel, Belgium
{Olga.DeTroyer,Frederic.Kleinermann,Bram.Pellens,
Ahmed.Ewais}@vub.ac.be
Abstract. Virtual Reality (VR) is gaining in popularity and its added value for
learning is being recognized. However, its richness in representation and ma-
nipulation possibilities may also become one of its weaknesses, as some learn-
ers may be overwhelmed and be easily lost in a virtual world. Therefore, being
able to dynamically adapt the virtual world to the personal preferences, knowl-
edge, skills and competences, learning goals and the personal or social context
of the learning becomes important. In this paper, we describe how an adaptive
Web-based learning environment can be extended from a technological point of
view to support VR.
Keywords: Virtual Reality, E-Learning, Adaptive Learning Environment.
1 Introduction
Virtual Reality (VR) provides ways to use 3D visualizations with which the user can
interact. For some learning situations and topics, VR may be of great value because
the physical counterpart may not be available, too dangerous or too expensive. The
most famous example is the flight simulator that pilots safely teaches how to fly.
Most of the time, when VR is considered for learning, it is offer as a stand-alone
application (e.g., [1], [2], [3]) and there is usually no way to adapt it to personal pref-
erences, prior knowledge, skills and competences, learning goals and the personal or
social context of the learner. Augmenting a virtual world with adaptive capabilities
could have many advantages [4]. It may be more effective to guide learners through
the world according to their background and learning goals, or only show them the
objects and behaviors that are relevant for their current knowledge.
In this paper, we explain how VR can be supported in the context of an adaptive
Web-based learning environment developed in the context of GRAPPLE, an EU FP7
project. GRAPPLE is mainly oriented towards classical learning resources, but the
use of other types of learning materials (VR and simulations) is also investigated.
Here, we concentrate on how the learning environment is extended to support VR.
2 The GRAPPLE Architecture
GRAPPLE aims at providing a Web-based adaptive learning environment. The two
main components are the Authoring Tool and the Adaptive Engine (see figure 1). The