2.7.5 Virtual Zoo Exhibit
College of Computing
College of Architecture
Georgia Institute of Technology [3]
This virtual learning experience was based initially
on a previous Zoo Atlanta VR exhibit in which the visitor became an
adolescent male gorilla and tried to approach virtual adult gorillas
to see how they responded. Middle school children did not learn as much
as the designers had hoped, most likely because the experience was too
unstructured. When a guide pointed out behaviors and made suggestions,
more learning occurred.
The next time, instead of middle school children, the
immersive environment was intended to teach college students the design
principles used in constructing an animal habitat within a zoo setting
as part of a college course on environmental design.
Based on previous experiences, the authors now believe
success depends on producing a satisfactory and believable experience
for the user. In addition they recommend tightly coupling experiential
learning with embedded abstract information in the virtual environment.
They call this combination an information-rich environment. Student
assessment of the system was overwhelmingly positive. None of the differences
in test scores of learning performance were statistically significant.
For the study, 24 students were divided into three groups:
The outcome-measure comparisons were not statistically
significant.
The project used some interesting design elements. Voiceholders
or cubes were placed in the 3D environment and would start an audio
clip when the user grabbed them. Static gorillas helped illustrate concepts
and give a sense of scale. (This makes sense for designing a gorilla
exhibit, but could be quite humorous in other worlds as well!)
They also innovated a navigation interface designed to
prevent users getting lost or disoriented. In addition to a helmet,
users held a tablet in their nondominant hand and a stylus in their
dominant hand. A map of the environment was projected onto the virtual
representation tablet. Children could click the stylus on the location
they wanted to get to. When they release the stylus button, the system
flew them to the chosen location. Navigation was easy, but users tended
to face only one direction, needing to be reminded that they could look
around. For pointing at and selecting objects a virtual ray of light
was found to be nearly ideal for selecting an object although not for
manipulating objects.