The gamification initiative in the first project phase developed a series of recommendations that will now be implemented exemplarily in a concrete showcase. The following learning content was selected: “Visualization of the control of an island power supply”, with the intention of sensitizing the general student body in both German and Ukrainian universities to the topic of energy supply. How is the grid regulated, what contribution can everyone make to use as much renewable energy as possible. The integration of Virtual Reality (VR) and Augmented Reality (AR) technologies will be used to enhance the learning experience. This allows for a more interactive learning environment that is accessible beyond traditional classrooms. Particular attention is being paid to ensuring that these technologies are affordable, especially for universities with budget constraints, such as those observed in Ukraine.
Adaptation of 3D models, VR environment and data visualization for both virtual and augmented reality environments
The development of a 3D scene in Blender for integration into an educational process requires careful consideration of the adaptation process for both virtual and augmented reality (VR/AR) environments. This section explores the key aspects of adapting 3D models, the VR environment, and data visualization to ensure seamless and effective user experiences in both realms.
3D models designed for VR/AR environments need to meet specific requirements to ensure optimal performance and visual quality. The following adaptations are crucial:
- optimization. VR/AR applications often have stricter performance constraints due to real-time rendering and the need for smooth interactions. Moreover, VR environments demand high frame rates to avoid motion sickness and maintain immersion. 3D models should be optimized to reduce polygon count, texture sizes, and overall complexity while maintaining visual fidelity. Optimizing the scene’s complexity, lighting, and rendering settings is crucial for achieving smooth performance.
- texturing and materials. Textures and materials play a vital role in creating realistic visuals in VR/AR. High-resolution textures with physically based rendering (PBR) properties can enhance the immersive experience. Additionally, considering the lighting conditions in the target environment is essential for accurate material representation.
- interactivity. In VR/AR, users expect to interact with 3D models. Adding interactive elements like buttons, triggers, or animations can enhance engagement and provide a more intuitive experience.
- scale and proportions. Ensuring that 3D models are correctly scaled and proportioned is crucial for maintaining realism in VR/AR. Inaccurate scaling can lead to a jarring experience for users.
- Implementation of different types of interactions with the VR model, so that different actions can be performed depending on the experiment
The user will be able to interact with the developed 3D model of the island in Blender for integration into the VR environment, which consists of 198 modeled elements, each of which plays a specific role in forming a holistic and realistic interface and virtual space. All objects were modeled using Blender software.
The main categories of developed objects include:
- Buildings and structures:
- residential buildings (20 pcs.). Diverse in architecture and size, designed to imitate the residential area of the island.
- administrative building of the city hall (1 pc.). The central structure that serves as the control center for the island’s energy system.
- Energy infrastructure objects:
- solar panels (36 pcs.). Modeled with a enough level of detail, placed on the roofs of buildings and separate support structures
- solar inverter (1 pc.). Ensures the conversion of solar energy to electrical energy.
- wind turbines (3 pcs.). Realistic models of windmills that rotate and generate energy.
- fuel cell (1 pc.). An electrochemical generator that provides direct conversion of chemical energy to electrical energy.
- air conditioners (8 pcs.). Realistic models of air conditioners placed on the walls of residential buildings, which imitate cooling systems and maintain a comfortable microclimate indoors.
- Vehicles:
- electric cars (12 pcs.) Various models of electric cars that can move around the virtual island.
- charging stations for electric cars and boats (12 pcs.). Objects that allow simulating the charging process of electric cars.
- boats (5 pcs.) Models of boats that can be moved and charged using a charging station, so it is located not far from the shore.
- Landscape and environment elements:
- trees (66 pcs.) Various 3D models of trees to create a realistic landscape of the island.
- island with a mountain (1 pc.) The central element of the 3D scene, on which all buildings, infrastructure objects and landscape elements are located. The island is surrounded by a water surface that imitates the ocean, creating the impression of isolation and self-sufficiency of the energy system.
- lighthouse (1 pc.). Located on the edge of the island above the rocky shore.
- small architectural forms. Benches (3 pcs.), fences (20 pcs.), to enrich the virtual environment.
- Base for the 3D scene with interactive elements:
- platform (1 pc.): a specially designed base on which the 3D model of the energy island is placed. The platform serves as the foundation for the virtual scene and provides stability and convenience of interaction with the model.
- control buttons (5 pcs.). Interactive elements located on the platform that allow users to interact with the 3D model, change parameters, control the simulation, etc.
- project emblem (1 pc.): a graphic element that represents the name of the island model “CO2 neutral island system”. The emblem is placed on the platform and serves as a visual identifier of the model
Users should be able to not only observe the simulated environment but also directly interact with its objects and systems. This includes the ability such us move around the model.
Analysis and evaluation of usability
To evaluate the usability of a metaverse environment or a 3D model for VR, there are several key criteria to consider. Here’s an analysis and evaluation of the usability of 3D model for VR based on these criteria:
- Interaction:
- The 3D model of the virtual island allows users to explore and interact with various objects and systems, such as buildings, solar panels, wind turbines, and electric vehicles.
- The use of VR controllers or gestures provides an intuitive way for users to navigate and interact with the environment.
- Comfort and Ergonomics:
- The project focuses on creating a realistic and immersive virtual environment while prioritizing user comfort and minimizing any potential discomfort.
- The scale and positioning of objects in the 3D model are appropriate and do not cause strain or disorientation for users.
- The visual elements, such as lighting and textures, are optimized to prevent eye strain or motion sickness during prolonged VR sessions.
- Visual Quality and Performance:
- The 3D model achieves high visual fidelity and realism, creating an engaging and immersive experience.
- The model’s polygon count and texture resolution are optimized to ensure smooth performance and maintain a stable frame rate, even on lower-end VR devices.
- A balance between visual quality and performance is achieved to accommodate a wide range of users and hardware configurations.
- Spatial Awareness and Orientation:
- The virtual island environment provides clear landmarks, such as distinct buildings or geographical features, to help users maintain spatial awareness.
- The layout of the island is logical and easy to understand, with clear pathways and directional indicators.
The analysis and evaluation of usability show that the 3D model for VR successfully creates a realistic and immersive virtual environment for learning about energy systems. The usability of the model is enhanced by prioritizing user comfort, providing intuitive interactions, ensuring smooth performance, and incorporating accessibility features. The 3D model is continuously refined and optimized to create a seamless and enjoyable user experience that effectively achieves the educational goals of the project.