Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles
Abstract
In this presentation, we propose a new tangible programming interface utilizing Virtual Reality technologies, aiming to improve upon existing methods. Existing tangible programming methods have three major areas which can be improved upon. Limited set of commands, shape and textures not being employed much, and requiring specialized equipment. With VR, all three can be improved, with extra benefits of remote access capabilities and more. We will in the future, perform a through proof of concept experiment, as well as implement multiplayer focused features, and features to visualize debug sequences.
BibTeX
@inproceedings {10.2312:egve.20221305,
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles}},
author = {Ebihara, Kohta and Matsuoka, Johei and Hattori, Kiyohiko},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221305}
}
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Programming in the Metaverse Era: VR Empowering the Educational Effects of Tangibles}},
author = {Ebihara, Kohta and Matsuoka, Johei and Hattori, Kiyohiko},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221305}
}