COMPUTERS IN EDUCATION JOURNAL, VOLUME 9, ISSUE 1, MARCH 2018
1
Virtual Solar Energy Center Case Studies
Kenneth A. Ritter III, Christoph W. Borst, and Terrence L. Chambers
Abstract— This paper presents a study on the use of virtual
reality (VR) technologies for the purpose of teaching concentrating
solar power (CSP) to high school and university students. The
main goal is to develop an interactive and immersive VR
application to explain the main components and processes used in
a CSP plant. The secondary goal is to test the effectiveness of this
application by performing case studies. The studies are assessed
with pre-test, post-test, and questionnaires. In the initial desktop
version, there is a substantial improvement on the post-tests that
demonstrates that this type of application can be used as an
educational tool. The immersive application achieved testing
results in the final study that were similar to other methods
assessed and scored 88% positive results on the experience
questionnaire.
Index Terms—engineering education, immersive education,
virtual reality, solar power
much more complete description of the VSEC study and initial
results from university students and a small STEM high school
class [2]. Since then, demonstrations were performed at
conferences and university events to verify the capabilities of
the application and gain feedback on the user experience. Along
with the demonstrations, there were four comparative analysis
studies performed with the application from late 2015 to early
2016. These studies used differing techniques for presenting the
same information to determine the effectiveness of the various
training methods. Feedback questionnaires were administered
to gather user experience information to further validate the
results. The results were used to continually revise the
application and assessment techniques for the next study. This
paper presents these results.
II. LITERATURE REVIEW
I. INTRODUCTION
U
SING computer aided design (CAD) software, a scale
model of an actual alternative energy research facility in
Louisiana was imported into a game engine to create a Virtual
Solar Energy Center (VSEC) educational application.
Interactive educational activities were placed throughout the
virtual environment, and the student was required to complete
each activity to virtually produce solar power. The purpose of
this application was to teach students about the major
components of a CSP plant and how they worked. The
application utilizes a VR headset for immersive visuals and
head tracking, hand controllers for pointing-type tracked
interactions and other inputs, and a 3D camera to capture a
teacher or guide. With Microsoft Kinect, a live, 3D image of the
solar energy expert was able to remotely interact with high
school students, answering questions and providing guidance.
The final version has been built with networking capabilities,
allowing multiple students to interact with each other within the
VSEC.
This type of application can give future engineers the
convenience of experiencing complex processes visually by
viewing animations in an immersive environment. Previously,
the authors summarized the VSEC, describing VR interaction
techniques and ongoing work regarding depth camera and
networking aspects [1]. Following this, the authors provided a
K. Ritter is a research scientist in the College of Engineering, University of
Louisiana at Lafayette, Lafayette (e-mail: kar4499@louisiana.edu)
C. Borst is an associate professor at the Center for Advanced Computer
Studies, University of Louisiana at Lafayette, Lafayette (e-mail:
cxb9999@louisiana.edu)
Immersive applications increase student motivation and
engagement which in turn results in effective instruction [3]–
[5]. Exploration, interaction, and collaboration provide strong
educational opportunities in these immersive learning
environments [6]. The first-person immersive view provides
students with a better understanding of the size and the spatial
arrangements of energy device components. And immersion in
a virtual environment has been shown to help students better
understand dynamic three-dimensional processes [7].
Several previous studies were evaluated to determine how to
assess the effectiveness of a VR application to comprehend
complex engineering devices. The use of pre- and post-test
analysis as well as feedback questionnaires have been widely
used as methods of assessment for VR, game-based, and other
alternative teaching methods [8]–[14]. One study about aviation
safety had participants divided into an immersive game-based
group and a paper-based group [9]. Pre- and post-tests were
used for evaluation, and it was found that the immersive
environment was more engaging and fear-arousing, resulting in
superior retention. Another study compared an immersive
virtual environment to a desktop version about simulated water
movement and salinity in the ocean [7]. Using pre- and posttests, it was found that immersion is only helpful when the
educational content is complex, three-dimensional, and
dynamic. For software engineering training, one study used a
T. Chambers is an associate professor in the College of Engineering,
University
of
Louisiana
at
Lafayette,
Lafayette
(e-mail:
tlc3715@louisiana.edu)
COMPUTERS IN EDUCATION JOURNAL, VOLUME 9, ISSUE 1, MARCH 2018
and a mouse and keyboard were used for controls. The
presentation video was narrated and contained the same audio
content and 2D pictures in the applications. Once the video was
started no controls were needed. All testing methods used overear stereo headsets with microphones. A summary of the four
studies and participants involved is shown in Table I.
TABLE I
THE FOUR COMPARATIVE ANALYSIS STUDIES PERFORMED WITH ASSOCIATED
PARTICIPANTS
Female
Total
Ages
2
Male
III. START LAB
The Solar Technology Applied Research and Testing (START)
Laboratory, shown in Figure 1, is a pilot-scale CSP plant that is
the first university-owned facility of its type and size in the
United States [17]–[20]. It supports research on next-generation
solar devices and provides 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 the START Lab due to geographical or scheduling
constraints. For broader delivery of educational experiences,
the virtual solar energy center (VSEC), shown in Figure 1, was
developed. Ritter and Chambers [21] The initial creation of a
scale 3D model of the real energy facility for guided virtual
tours to groups of students visiting projection display rooms is
described in [21].
Application
Type
1
Organization
3D game-based environment and compared it to face-to-face
teaching [14]. Using pre- and post-tests with questionnaires, it
was found that higher learning achievement and motivation
were gained from the 3D game-based method. Immersive
training has been used for mechanical assembly where
participants assembled an actual rocket motor after learning
how to do it virtually [15]. Although this was not a comparative
study, participants were able to assemble the physical motor
with over 95% accuracy after doing so virtually. A current study
suggest that students will learn as much or even more in a
virtual reality environment of a computerized numerical control
(CNC) milling machine [16]. Their CNC milling machine is
currently being developed as an educational tool to be used for
online and distance learning.
Study
2
David Thibodeaux
STEM Magnet
Academy
Desktop
6
2
8
1718
University of Louisiana
at Lafayette
Desktop
36
5
41
19
and
up
Presentation
Video
29
7
50
Immersive
9
5
1418
Desktop
18
6
51
Immersive
14
13
1518
Presentation
Video
19
2
46
Immersive
22
19
and
up
David Thibodeaux
STEM Magnet
Academy
3
Comeaux High School
4
University of Louisiana
at Lafayette
3
The initial study, Study 1, used two different participant groups,
both of whom experienced the same application. The first group
of participants tested comprised high school students at
DTSMA and the next group were university undergraduates
and graduates at the University of Louisiana at Lafayette (UL
Lafayette). High school participants were tested in a small room
at DTSMA and university participants were tested at the Virtual
Reality Lab in Rougeou Hall at UL Lafayette. The next three
studies each compared two application types within a single
organization.
Fig. 1. Bird’s-eye view of the real (left) and virtual (right) facility.
IV. METHOD
About fifty high school and university participants were
involved in each of the case studies. The majority of
participants in these studies were engineering students who are
primarily male as shown in Table 1. The immersive application
used two systems of control: a non-immersive desktop version
of the same application and a PowerPoint presentation video.
The presentation video is used as the traditional teaching
control method. The immersive application and desktop
application had many similarities but differed in display and
control. All immersive application versions used a VR headset
(Oculus Rift DK2) for display and tracked controllers (Razer
Hydra) to interact with the environment. For the desktop
application, a laptop or desktop monitor was used for display
Fig. 2. DTSMA students testing the immersive application, left and the
presentation video, right.
Study 2 at DTSMA, shown in Figure 2, had one group of
students watch a presentation video while the other completed
the immersive application. The presentation video used 2D
pictures of the same content presented in the immersive
environment as well as accompanying explanatory audio. The
RITTER, BORST, AND CHAMBERS: VIRTUAL SOLAR ENERGY CENTER CASE STUDIES
presentation video represents one conventional method of
teaching or training. The immersive environment was
compared to the 2D video method to test the effectiveness of
the application for learning and to assess the participant
experience.
Study 3 was performed at Comeaux High School (CHS) and
had two groups of students using immersive and desktop
versions of the same application. In the immersive version, a
networking feasibility test was conducted on some of the
participants to investigate if a teacher or guide at UL Lafayette
could join students in the application to aid in explanations and
to answer questions. The teacher avatar could point to objects
to help support verbal descriptions. Once the students would
start the application, the teacher would appear in the tower area,
shown in Figure 3(a), to give all students initial instructions.
The teacher would then appear at the condenser station, shown
in Figure 3(e), to meet with an individual student to clear up
any misconceptions and answer questions. Also, in the
immersive version, students were networked together, allowing
them to see and hear each other in the virtual environment.
Study 4 was conducted using university students at UL
Lafayette. Two groups of students were tested, comparing
presentation video to the immersive application. In this study,
the immersive application allowed for locally networked
teacher to be projected into the application, as shown in Figure
3(f), who could then serve as a guide and answer questions. As
in the previous study, the teacher would initially appear in the
tower to greet all participants and then meet an individual at the
end to clear up any misconceptions and answer questions.
However, this study differed in using a depth camera to project
the teacher into the scene rather than an avatar used in the
previous study. The application for this study, shown in Figure
3, consisted of a welcome area and four interaction areas.
(a)
Tower Area
(c) Boiler Area
(e) Condenser Area
(b)
Collector Area
(d) Turbine & Generator Area
(f) Networked Teacher
Fig. 3. The five interaction areas(a-e) and networked teacher(f).
3
Each area had several interactable objects that mainly consisted
of users clicking on icons or glowing objects that would trigger
a 3D animation and accompanying audio explanation. As
shown in Figure 3(a), the tower area was used for welcoming
and instruction on traveling and controls for the four component
interaction areas. To provide a more engaging user experience,
each user input had an accompanying 3D animation with a
complementary voiceover component. The animations included
sun rays reflecting off the mirrors to show linear focus (Figure
3(b)), a pop-out translucent boiler with moving fluids to show
cross-flow heat transfer and vaporization of the refrigerant
(Figure 3(c)), a pop-out rotating turbine and rotor to show the
thermal to mechanical energy transfer (Figure 3(d)), and an
exploding condenser heat exchanger to show the surface area of
parallel plates used to increase heat exchange (Figure 3(e)). The
associated test questions in each study were structured to
closely resemble the learning content in the application.
The applications would take users between ten and 20 minutes
to complete. The learning outcomes were measured by pre-test
assessments, post-test assessments, and a questionnaire that
provided feedback on the application experience. Each of these
would take 4 to 7 minutes a piece, bringing the total testing time
to about 30 minutes per student. Upon completion, students
were expected to have a basic understanding of a complex
engineering power cycle, the organic Rankine cycle, used in a
solar thermal power plant. The tests administered had between
12 and 14 questions worth one point each for pre- and posttests. All questions were multiple-choice and mainly pertained
to the functions of the major components of a CSP plant.
Questions such as, “Where is thermal energy absorbed and
transferred?” and “What vaporizes in the boiler to create a highpressure vapor?” were used. The post-tests were administered
immediately after students finished the application or watched
the video. Following the post-test, a user-experience
questionnaire was administered to students who completed the
application. Students who only watched the presentation video
were not given the questionnaire. The questionnaire consisted
of ten to 27 questions to judge the users’ experience with the
application and to gather feedback for improvement. The first
set of questions followed a five-point Likert scale where
students were asked to rank their experience from one to five
ranging from strongly agree (5) to strongly disagree (1) with the
statement given. The next set of questions was regarding the
user experience and three open-ended questions were asked for
feedback of positive and negative aspects of the game and
suggestions for improvement.
V. RESULTS
A. Testing Results
The results of the four studies are presented in the following
section. The participants were given a pre-test assessment and
then a post-test following the completion of their assigned
application. As shown in Table 2, the average percent gain
<%gain> is highest in the desktop application. However, this
gain is highly dependent on the pretest score which varies
amongst groups tested. To remain consistent across each
participant group and application type, the average
4
COMPUTERS IN EDUCATION JOURNAL, VOLUME 9, ISSUE 1, MARCH 2018
effectiveness of the application in promoting conceptual
understanding was taken to be the average normalized gain
[12]. The average normalized gain <g> is defined as the ratio of
the actual average gain (% post - % pre) to the maximum
possible average gain (100% - % pre).
David Thibodeaux
STEM Magnet
Academy
University of
Louisiana at
Lafayette
1
2
3
4
<g>
<%gain>
<%post>
Application
Type
<%pre>
Study
Participants
TABLE II
THE PRE- AND POST-TEST RESULTS FOR THE FOUR STUDIES
39
Desktop
61
19
0.33
52
Desktop
74
22
0.46
David Thibodeaux
STEM Magnet
Academy
36
Presentation
Video
52
16
0.25
41
Immersive
47
7
0.11
Comeaux High
School
52
Desktop
72
21
0.42
53
Immersive
60
6
0.13
University of
Louisiana at
Lafayette
60
Presentation
Video
77
17
0.43
66
Immersive
81
14
0.43
In Study 3 a networked teacher avatar did successfully enter the
scene and meet with five students at the beginning and end of
the application. In Study 4 the projected networked teacher,
shown in Figure 3(f), was able to successfully enter the scene
to explain instructions for the initial start of the application for
all participants and to quiz and answer questions at the end of
the application for some participants.
The normalized gain from the four studies using the three
different application types are graphed with error bars in Figure
4. The average high school (HS) and university (UL)
normalized gains are shown in the orange boxes with university
students having considerable higher average normalized gain
over all tests than the high school students.
Normalized Gain
Immersive Application
0.55
0.50
0.45
0.40
0.35
0.30
0.25
0.20
0.15
0.10
0.05
0.00
Desktop Application
Presentation Video
UL
UL
Comeaux
UL
DTSMA
DTSMA
H.S. <<g>>Avg. = 0.25
Comeaux
DTSMA
U.L. <<g>>Avg. = 0.44
0
1
2
(Nov-15)
(Mar-16)
Study
3
4
(Apr-16)
(Apr-16)
Fig. 4. Results with error bars from four studies organized by application type
with average high school (HS) and university (UL) normalized gains.
Due to the highly variable test performance, there are large
distributions of the pre- and post-test scores as shown with the
error bars of the normalized gain in Figure 4. If the
characteristics of the participants vary with a multiplicity of
understandings, abilities, skills, and attitudes, and this affects
test performance, then it would be expected that this
randomness would follow a near Gaussian distribution for a
high number of participants [22]. These statistical fluctuations
in the gain are not the result of experimental error in most cases
but are due to the highly variable characteristics of the
participants tested.
As shown in Figure 4, the desktop application only varied
slightly between the first and third studies while the immersive
application gain increased significantly. The immersive
application was continually revised following questionnaire
results, presented below, and testing results of the previous
study. The improvements led to the elimination of the gap
between immersive and non-immersive in the last study. The
improvements included better graphics, the addition of 3D
models and animations, increased user interactions, improved
voice over content and audio quality, more precise movement
and control, and isolated testing environments.
B. Questionnaire Results
All students who completed the application were given a
questionnaire to complete as stated in the method section. A
condensed version of some of the results for the four study
groups are shown in Table 3.
RITTER, BORST, AND CHAMBERS: VIRTUAL SOLAR ENERGY CENTER CASE STUDIES
Immersive
Most Common Other
Comments
Positive Experience,
enjoyed topic
Fun
Immersive is
distracting
Presentation Video
Blurry or can't
wear glasses,
No movement
Immersive
Easy to Learn
& Good for
Students
Surroundings
are distracting
Most Common Negative
Feedback
Movement
Graphics, Feel
Dizzy /
Nauseaus
Controls
Informative or
Educational
Desktop
Immersiv
e,
Interestin
g
Audio \
volume
Informative,
Educational
Immersive, Fun,
Easy to Learn
% Positive Questonnaire
Answers
Most Common Positive
Feedback
82
Immersive
Comeaux
High
School
University
of
Louisiana
at Lafayette
this type of application was an enjoyable and informative
experience for users and can be used for educational purposes.
The next step of comparing a traditional teaching method to this
application was the subject of the subsequent studies.
75
Application Type
Presentation Video
Graphics,
Immersive,
Easy to learn
4
Desktop
74
3
David
Thibodeaux
STEM
Magnet
Academy
Desktop
81
2
David
Thibodeaux
STEM
Magnet
Academy
University
of
Louisiana
at Lafayette
88
1
Organization
Study
TABLE III
QUESTIONNAIRE RESULTS FOR THE FOUR STUDY GROUPS
5
The questionnaire was designed for application participants so
therefore given only to subjects who completed the desktop or
immersive application. “The animations are helpful in
understanding the topic” was the one of the most agreed upon
statementS in all studies. “I would like to learn other topics this
way” was the most agreed upon statement in the immersive
application in Study 3 and 4.
For Study 2, both groups’ average normalized gain fell in the
low gain region with presentation video group having a 14%
higher average normalized gain than the immersive group.
Mostly positive questionnaire results, 73%, were given,
however many comments were negative. Over 50% of subjects
in the immersive group commented on the poor graphics or
something related to that such as blurred vision, dizziness or
nauseous feelings. The framerate was below 70 FPS at some
parts of the application and this resulted in a slow and skipping
display. The low framerate causing lag and dropped frames is
discomforting in VR and would result in some subjects quitting
early. The framerate should be equal or higher than the screen’s
refresh rate, v-synced and unbuffered to eliminate any lag and
dropped frame issues. Also, several students commented that
the initial surprise of being fully immersed in the virtual
environment was distracting.
In Study 3, the desktop group results were in the medium-gain
region and the average normalized gain was 29% higher than
the immersive group. The immersive application was rated as a
fun and positive experience with the immersive quality being
the most positive factor. The desktop application was rated as
easy to learn and informative but received less positive
feedback from the experience questionnaire. Although the
applications were identical in the visualizations and audio
content, the immersive version was networked, causing both a
lowered volume and distractions from other subjects’ avatars.
As immersion is a relatively new medium for training, the initial
experience was found to be distracting for participants to focus
on the learning content.
For Study 4, the averaged normalized gain was the same for
each of the control groups, with the immersive results achieving
medium gain for the first time. The results of the immersive
questionnaire were highly positive at 88%. The graphics or
visuals were the most common positive feedback for the final
immersive study, whereas they were the most common negative
feedback in Study 2. There were many negative comments
about glasses not being allowed to be worn in the VR headset
and blurry vision. If students have poor eyesight, their
prescription glasses should be worn as long as these don’t touch
the Oculus lenses. The next most common negative comment
was regarding movement restrictions. This version had
participants teleport directly to each area instead of game-like
controller-based walking, which helped to mitigate motion
sickness problems.
VI. DISCUSSIONS
In Study 1, both groups of students showed a significant gain
after performing the desktop application. The high school
participants at DTSMA had a lower normalized gain than the
UL Lafayette participants. The questionnaire had highly
positive comments at 82%, and the most popular comments
included being informative or educational, interesting subject,
positive experience, and easy to learn. This would suggest that
VII. CONCLUSIONS
As shown in the results of Study 1, after playing the 10- to 15minute non-immersive application, students showed
considerable improvement on the post-test. The vast majority
of comments were positive, and nearly 80% of subjects
commented that the application was either easy to learn,
6
COMPUTERS IN EDUCATION JOURNAL, VOLUME 9, ISSUE 1, MARCH 2018
informative, or educational. When finished, many students
expressed that they enjoyed the experience and would like to
play more. Therefore, it can be concluded that this type of
application is promising as an educational tool that students
appreciate. As may be expected, the initial version of the
immersive application performed poorly, but after each
revision, better results were achieved. Along with better results
the percentage of positive responses from the experience
questionnaire increased with each study, reaching 88% for the
final tested version. With the addition of teleportation, in lieu
of game-like controller-based walking, no dizziness or nausea
was reported.
The immersive application for the fourth study achieved similar
effectiveness as the other methods assessed. As computing
technologies increase, virtual training environments will more
closely resemble photorealism [3], [16]. Following this trend
from these studies, the effectiveness of VR-based training could
pass traditional methods for specific applications.
VIII. Recommendations for future educational VR
applications:
•
•
•
•
•
•
•
With the animations being the highest rated
overall with studies in helping to understand the
topic, it is suggested that animating products and
processes facilitate explaining difficult concepts.
Use teleportation instead of controller-based
walking to mitigate perceived motion sickness
effects.
The testing environment should be a quiet room
with minimal subjects and is free from outside
distraction.
An initial training program should be performed
by future participants to acquaint users with the
immersive environment before performing the
study.
If networking is used, the students should not see
each other’s avatar for the immersive to be
useful.
Long-term retention should be assessed by
testing participants a week or more following the
application. VR has been shown to have an
advantage over traditional methods in long-term
retention [9].
Assessment techniques should be deployed both
to measure the improvement in learning
outcomes using VR techniques against
traditional teaching methods and to compare the
relative effectiveness of using one VR technique
rather than another.
IX. ACKNOWLEDGMENTS
This material is partly based upon work supported by the
National Science Foundation under Grant Number 1451833 and
is partially supported by the Louisiana Board of Regents
through the Board of Regents Support Fund, (contract
LEQSF(2015-16)-ENH-TR-30). This work is also partially
supported by Cleco Power, LLC. Several graduate and
undergraduate students aided in this work including Lance
Lasseigne, Jonathon McRae, Matthew Prilliman, and Sam
Ekong. Nicolette Darjean and the teachers at DTSMA helped
inform students and organize the high school study.
X.
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]
[18]
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Louisiana.,” Energy, Sustain. Soc., vol. 6, no. 1, pp. 1–12, 2016.
K. A. Ritter III and T. L. Chambers, “Educational Gaming and Use
for Explaining Alternative Energy Technologies,” Int. J. Innov. Educ.
Res., vol. 2, pp. 30–42, 2014.
R. R. Hake, “Relationship of Individual Student Normalized
Learning Gains in Mechanics with Gender , High-School Physics ,
and Pretest Scores on Mathematics and Spatial Visualization,” Phys.
Educ. Res. Conf., no. August, pp. 1–14, 2002.
Kenneth Ritter is a concentrating solar
power research scientist at the University of
Louisiana at Lafayette. He has an MS in Solar
Energy Engineering from Högskolan Dalarna
in Borlänge, Sweden. Kenneth earned his
Ph.D. in Systems Engineering with a
mechanical concentration in August 2016 and
directed the development of the Virtual Solar
Terrence Chambers serves as an
associate professor of Mechanical
Engineering at the University of
Louisiana at Lafayette. His research
interests include engineering design and
optimization, artificial intelligence,
virtual reality, and alternative energy. He
is an active member of ASEE, ASME,
LES, and is a registered Professional
Engineer in Louisiana.
7
Energy Center (VSEC) virtual reality lab at the University of
Louisiana at Lafayette. His research interests include solar
power, virtual reality, and engineering education.
Christoph W. Borst received a BS degree
in Computer Science from the University
of Texas and a PhD in Computer Science
from Texas A&M University. He is an
associate professor at the Center for
Advanced Computer Studies at the
University of Louisiana at Lafayette. His
research areas include visualization, 3D
interaction, and haptics. His recent work in
these areas included virtual reality techniques for data
exploration, telerobotics, and education.