Open and Accessible Education with Virtual Reality

Masud Rana
Virtual Reality (VR) is on the rise again. It is currently unfolding its true potential with the availability of head-mounted and standalone VR headsets. Standalone VR headsets are becoming more available and affordable, making it an excellent prospect to use them as a regular educational device. However, to use a standalone VR headset, especially the here targeted Meta Quest 2, as a standard educational device is still challenging. The official Meta store does not contain most of the popular 2D apps, and it does not have Google Play or Google Play services installed either; most of the 3D apps are either games or developed with a focus on very specific tasks like 3D design. Additionally, it is hard to switch between two 3D apps as they cannot be used in parallel. There is no default and simple affordable way of using and visualizing external keyboards. Finally, good guides for using the Quest 2 headset for day-to-day educational computing, are rare and incomplete. This makes it much more difficult for students to maximize their learning efficiency in such an environment. This thesis will illustrate the research, development, and preparation for using the targeted Meta Quest 2 VR headset for day-to-day educational purposes. It will summarize the observations and implementation experiments into a practical guide to make such a virtual reality environment more accessible.
Graduation Thesis language
Graduation Thesis type
Master - Software Engineering
Ulrich Norbisrath
Defence year