TY - GEN
T1 - Teaching in the Metaverse at the University of Ghana
AU - Longdon, Sowah Nii
AU - Adjaye, Aboagye Isaac
AU - Sosu, Derrick E.
AU - Martin, Johnson M.
AU - Kwakye, Winifred
AU - Odoi, Richard
AU - Osei, Gifty
AU - Okae, Percy
AU - Richardson, Ansah Margaret
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - There is a rapid increase in electronic learning (e-learning) due to recent worldwide happenings such as the COVID-19 pandemic. Many universities around the world had to resort to e-learning for many of their courses. Many universities use e-learning platforms, such as Zoom, Microsoft Teams and Google Meet. These platforms, however, lack interactivity and retention.A more immersive virtual platform is the Metaverse, which is a virtual world that mimics the real world in many ways. This paper presents the design, development and deployment of a prototype for an immersive e-learning platform in the Metaverse. Four approaches were used to implement the proposed e-learning system. implementation from scratch (first principles), implementation using XR Interaction Toolkit (XRITK) and Photon Unity Networking 2 (PUN 2), using Meta Virtual Reality Toolkit (OVRTK) with PUN 2, and using XRITK (Extended Reality Interaction Toolkit) and Normcore. We were able to conclude the last approach - implementation using XRITK and Normcore, was the most feasible and yielded the most stable and presentable application. Although we only had the Meta headset and controllers, we were able to build a Metaverse of the University of Ghana with all the features present in any Metaverse applications.
AB - There is a rapid increase in electronic learning (e-learning) due to recent worldwide happenings such as the COVID-19 pandemic. Many universities around the world had to resort to e-learning for many of their courses. Many universities use e-learning platforms, such as Zoom, Microsoft Teams and Google Meet. These platforms, however, lack interactivity and retention.A more immersive virtual platform is the Metaverse, which is a virtual world that mimics the real world in many ways. This paper presents the design, development and deployment of a prototype for an immersive e-learning platform in the Metaverse. Four approaches were used to implement the proposed e-learning system. implementation from scratch (first principles), implementation using XR Interaction Toolkit (XRITK) and Photon Unity Networking 2 (PUN 2), using Meta Virtual Reality Toolkit (OVRTK) with PUN 2, and using XRITK (Extended Reality Interaction Toolkit) and Normcore. We were able to conclude the last approach - implementation using XRITK and Normcore, was the most feasible and yielded the most stable and presentable application. Although we only had the Meta headset and controllers, we were able to build a Metaverse of the University of Ghana with all the features present in any Metaverse applications.
KW - e-learning
KW - extended reality
KW - headset
KW - Meta
KW - metaverse
KW - virtual reality
UR - https://www.scopus.com/pages/publications/85217840465
U2 - 10.1109/ICAST61769.2024.10856481
DO - 10.1109/ICAST61769.2024.10856481
M3 - Conference contribution
AN - SCOPUS:85217840465
T3 - IEEE International Conference on Adaptive Science and Technology, ICAST
BT - Proceedings of the 2024 IEEE 9th International Conference on Adaptive Science and Technology, ICAST 2024
PB - IEEE Computer Society
T2 - 9th IEEE International Conference on Adaptive Science and Technology, ICAST 2024
Y2 - 24 October 2024 through 26 October 2024
ER -