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21 August 2023

Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion

and
1
Department of Techno-Management Cooperation Course, Dongguk University, 123 Dongdae-ro, Gyeongju-si 38066, Gyeongsangbuk-do, Republic of Korea
2
Department of Information Management, Dongguk University, 123 Dongdae-ro, Gyeongju-si 38066, Gyeongsangbuk-do, Republic of Korea
*
Author to whom correspondence should be addressed.

Abstract

Social distancing has encouraged the use of various non-face-to-face services utilizing information and communication technology, especially in the education sector. Educators and learners are increasingly utilizing online technology to conduct non-face-to-face classes, which has resulted in an increased use of EduTech. Virtual education is expected to expand continuously. However, students involved in virtual education find it difficult to focus and participate in the classes. Hence, we propose a system that can improve learners’ focus and immersion in metaverse-based education. In this paper, we propose a sustainable educational metaverse content and system based on deep learning that can enhance learners’ immersion. We built an AI-based simulation that judges learning activities based on the learning behavior rather than on the learner’s device and program events and allows the user to proceed to the next level of education. In the simulation implemented in this study, virtual reality educational contents were created for 12 educational activities, and the effectiveness of four learning models in assessing the learning effectiveness of learners was evaluated. From the four models, an ensemble model with boosting was adopted considering its accuracy, complexity, and efficiency. The F1-score and specificity of the adopted learning model were confirmed. This model was applied to the system in a simulation.

1. Introduction

The metaverse technology enables political, economic, social, and cultural activities that occur in the real world to be implemented in the virtual world. Metaverse services have expanded across various fields. In particular, in the field of education, the convergence of educational services with information technology has led to the emergence of the concept of EduTech to meet the diverse needs of learners. EduTech is the convergence of information and communication technology (ICT) and educational services, such as virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and big data, to provide new learning methods [1].
During the COVID-19 pandemic, the participation of educators and learners in non-face-to-face education increased significantly. However, there have been negative reviews of non-face-to-face education, mainly related to the problem of reduced concentration of the learners [2,3]. Learners’ concentration and immersion have a direct impact on the effectiveness and quality of learning. Learners with high concentration and immersion understand new information more quickly, retain it longer, and enhance their ability to apply that knowledge in practice. Here, immersion is a key element to increase a learner’s concentration and participation [3]. Conversely, when concentration decreases, the effectiveness of learning significantly diminishes, and the time spent on learning increases. As a result, numerous prior studies were actively conducted to enhance concentration in online classes [4,5]. In particular, metaverse-based education is being increasingly explored, leading to the emergence of metaverse campuses and metaverse educational contents [6,7,8].
The existing metaverse content was developed to recognize events based on objects and triggers between objects. In situations that require sophisticated manipulation, a high level of control skills is required to activate the triggers [9,10]. Especially in a VR educational content, users with poor control skills have difficulty progressing through the content because they do not have the same freedom of movement as in real life. Such users can become frustrated because they are unable to complete their learning owing to their lack of control skills, even if they are diligent learners [10]. For example, in the VR course on assembling a machine, if the user is not skilled enough to perform a precise assembly, the trigger for the lesson completion will not be activated. Although this is a perfectly acceptable situation in the real world, it is not for VR educational content, and the learner is unable to progress to later lessons, resulting in frustration among learners and reduced immersion in the learning content.
The primary aim of this study is to propose a system designed to enhance the waning concentration and immersion of learners in the prevailing remote virtual education paradigm. While virtual reality (VR) educational content can potentially augment focus and immersion compared to traditional educational modalities, it is not devoid of limitations. A significant challenge arises for learners who, due to geographical constraints or economic factors, have limited exposure to cutting-edge technologies, which will lead to a lack of proficiency in their operation. Such operational inefficiencies hinder these learners from completing VR educational tasks, precluding their advancement to subsequent educational phases. This impediment prevents learners from fully engaging with VR educational content, culminating in persistent disparities in accessing continuous VR education. In this paper, we introduce an artificial intelligence-driven system that discerns and assists the educational activities of learners, irrespective of their operational proficiency. This initiative seeks to develop a sustainable educational metaverse system predicated on deep learning, anticipated to bolster learners’ immersion and concentration.
This paper discusses the effects of metaverse-based education and the enhancement of immersion in educational content using Artificial Intelligence (AI). Researchers have discussed the creation of VR educational content and methods to implement educational content with the assistance of AI. In the Introduction section, the effects of metaverse-based education are discussed. It delves into the limitations and problems of traditional educational methods and how metaverse-based education can enhance learners’ concentration and participation. However, since there are limitations to the effects of metaverse education for students with inadequate operational skills, the paper discusses AI systems to address this. In the Related Work section, AI technologies to enhance the educational effects of VR content are discussed, focusing on AI technologies to solve the decreased immersion in education due to learners’ lack of operational skills. The section System Design discusses the design of the system and learning models, implementing various learning models and comparing their performance. It includes descriptions of the models used to extract features from video datasets and their results. In the Implementation section, the performance of the selected model is measured, and learners’ behaviors in dealing with VR educational content are analyzed, conducting experiments to grant students the authority to proceed to the next level of education. The section Conclusion discusses the limitations of the paper and directions for its future expansion.

3. System Design

3.1. VR Educational Contents for Simulation

Figure 6 shows the content developed by AI to help learners analyze their learning behaviors. The learners explored nature, responded to emergencies, and accessed history education contents in VR. During the course of the educational content, the AI was designed to analyze whether the learners performed the educational activities.
Figure 6. VR content for education.

3.2. Learning Model Design

In this study, we compared the performances of object-tracking learning, multi-instance learning, and the ensemble method of the two learning methods to analyze a learner’s behavior while progressing through the educational content. The learning methods were classified as Model_A, Model_B, Model_C, and Model_D, as mentioned above.

3.2.1. Model_A: Object-Tracking Learning

Object-tracking learning is a highly advantageous model for intensive detection when the learning behavior to be extracted is clearly defined. However, it has the disadvantage of defining unlimited and ambiguous actions in detail and labeling them individually. This research team used the message-passing encoder–decoder recurrent neural network (MPED-RNN) model as Model_A. The MPED-RNN analyzes minute movements such as the deformations due to internal skeletal movements [34] (see Figure 7).
Figure 7. Example of a skeleton dataset for learning object tracking.

3.2.2. Model_B: Multiple-Instance Learning

Multi-instance learning is a model suitable for detecting unlimited and ambiguous behaviors because it requires less labeling of training data; however, it is difficult to target the behaviors to be detected. This research team used the C3D (convolutional 3D) model as the multi-instance learning method, Model_B. The C3D model is designed to process 3D video data by extending them to 3D from an existing 2D convolution architecture that recognizes only spatial features. The model uses 3D convolutional layers to capture the temporal features of a video. Figure 8 depicts the sample data used by Model_B.
Figure 8. Example dataset for learning by Model_B.

3.2.3. Model_C: Boosting

Model_C is the boosting of Model_A and Model_B. Model_C uses adaptive boosting (AdaBoost), a representative model for boosting (Figure 9). AdaBoost was selected because it has the advantage of robustness against imbalanced data environments. Algorithm 1 presents the pseudocode for the structural design of Model_C.
Algorithm 1 Model_C structure.
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X = edu_data.data
y = edu_data.target
X_train, X_test, y_train, y_test = train_test_split(X, y, test_size = 0.2)
model_C = AdaBoostClassifier(base_estimators = [(C3DWrapper()),
(MPED_RNN_Wrapper())]
model_C = model_C.fit(X_train, y_train)
y_pred = model_C.predict(X_test)
print(“Accuracy:”, metrics.accuracy_score(y_test, y_pred))
Figure 9. Learning structure design of Model_C.

3.2.4. Model_D: Learning Model by Voting Model_A, Model_B, and Model_C

Model_D is an ensemble of Model_A, Model_B, and Model_C in the form of voting (Figure 10). Algorithm 2 presents the pseudocode for the structural design of Model_D.
Algorithm 2 Model_D structure
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model_A = Mped_Rnn_Model()
model_B = C3D_model()
model_C = AdaBoostClassifier(base_estimators = [(C3DWrapper()),)
(MPED_RNN_Wrapper())]
model_D = VotingClassifier(estimators = [(‘MPED-RNN’,model_A),
(‘C3D’, model_B), (‘AdaBoostClassifier’,model_C)], voting = ‘hard’)
model_D.fit(X_train, y_train)
pred = model_D.predict(X_test)
print(‘VotingClassifier Accuracy:‘, round(accuracy_score(y_test, pred),4))
Figure 10. Learning structure design of Model_D.
The accuracy of each model was measured, and the model with the highest accuracy was selected. The F1-score of the selected model was then measured. The selected model discriminated whether a learner was learning. The model was simulated to give the learner permission to perform the learning activity and continue to the next lesson.

4. Implementation

4.1. Experimental Setup and Performance Comparison of Learning Models

This research team used the MPED-RNN, C3D, AdaBoost Classifier, and Voting Classifier to extract the features of the video dataset. Keras, matplotlib, numpy, opencv-python, Pillow, tensorflow, imutils, imageio, scikit-learn, pandas, joblib, datetime, pickle, and time APIs were also used. The dataset was 240 × 320 pixels in size at 30 fps.
The learning themes were categorized into nature exploration, emergency response, and historical experiences. Thirteen behaviors were categorized into two types: participation and non-participation in education. Planting, fruit picking, harvesting, and milking were classified as educational participation activities related to nature exploration. Help, extinguish, check temp, CPR, and escape were classified as educational participation activities related to emergency response. Hurray, draw, and shoot were classified as educational participation activities related to historical experience. A total of 251 data points were used for learning.
A c c u r a c y = T r u e P o s i t i v e + T r u e N e g a t i v e T r u e P o s i t i v e + T r u e N e g a t i v e + F a l s e N e g a t i v e + F a l s e P o s i t i v e
The attributes of the utilized learning data were categorized based on data type, included content, and labeling items, and are presented in Table 1 and Table 2.
Table 1. Data type and included content.
Table 2. Labeling Items.
For the learning of Model_A, Model_B, Model_C, and Model_D, the dataset was divided in the ratio of 8:1:1 for training, validation, and test, that is, 189 pieces of data for training, 31 for validation, and 31 for testing. As shown in Table 3, there was no significant difference in terms of accuracy between Model_C and Model_D. However, Model_C was selected, as it had a lower learning complexity than Model_D.
Table 3. Comparison of the test results of each model.
The F1-score of the selected Model_C was measured by dividing it into precision and recall and then deriving the harmonic average value and specificity (see Figure 11).
Figure 11. Accuracy of the training results for each model.

4.2. Simulation of Educational Content Applying the F1-Score and AI of the Selected Learning Model

Learning was categorized into 3 themes, and 12 learning behaviors were classified. Nature exploration was categorized into the learning behaviors of planting (N01), fruit picking (N02), harvesting (N03), and milking (N04). Emergency response was categorized into the learning behaviors of help (E01), extinguish (E02), check temperature (E03), CPR (E04), and escape (E05). Historical experience was categorized into the hurray (H01), draw (H02), and shoot (H03) learning behaviors. After coding the learning behaviors as above, the F1-score was obtained as shown in Table 4. After completing the testing of the learning model, the accuracy of the model was evaluated based on the F1-score evaluation index. The precision and recall were examined, and the harmonic mean and specificity were derived.
P r e c i s i o n = T u r e P o s i t i v e T r u e P o s i t i v e + F a l s e P o s i t i v e
R e c a l l = T u r e P o s i t i v e T r u e P o s i t i v e + F a l s e N e g a t i v e
F 1 S c o r e = 2 p r e c i s i o n r e c a l l p r e c i s i o n + r e c a l l
S p e c i f i c t y = T u r e N e g a t i v e T r u e N e g a t i v e + F a l s e P o s i t i v e
Table 4. F1-scores of the selected Model_C.
Table 4 lists the F1-score results for the selected model. Table 5 lists the precision and recall values based on Table 4. Equations (2)–(5) were used to obtain the precision, recall rate, harmonic mean, and outliers, respectively. In this study, precision was measured at 0.875, recall at 0.872, harmonic mean at 0.873771, and singularity at 0.779428.
Table 5. Precision and recall results of the selected Model_C.
Figure 12 shows a scene in which five predicted behaviors most similar to a specific behavior were selected in real time using Model_C. Among the predicted behaviors that fluctuated in real time, the behavior with the highest probability was selected as the predicted behavior.
Figure 12. Top 5 behavioral predictions.
Figure 13 shows the screen that recognized that the educational activity had been completed according to the behavior prediction in Figure 12 and gave the learner permission to proceed to the next step. The user could proceed to the next training step by selecting the “Next Scene” option.
Figure 13. Giving learners the permission to carry on to the next lesson based on AI judgment.

5. Conclusions

With the increasing popularity of non-face-to-face education, educators and learners have become familiar with this learning process. However, certain disadvantages of non-face-to-face education have been pointed out, such as reduced learners’ concentration and participation in the learning. Metaverse-based education is active in solving the problem of reduced concentration, but improving the immersion for a learner with low control skills remains a challenge.
In this paper, an artificial intelligence system is proposed to address the issue of learners’ inability to proceed with education due to their lack of manipulation skills and the resulting decline in their immersion. The proposed system is a sustainable virtual reality educational content that can progress in education regardless of the level of manipulation proficiency by determining the learner’s engagement in educational activities. To do this, we first created VR educational content for learners’ learning activities. We then compared and selected four learning models to implement highly accurate AI. We simulated the chosen learning model to evaluate whether the learner was actively engaged in the educational process and had been granted the authorization to transition to the subsequent lesson phase. Consequently, with the aid of AI, we established an environment where even users with limited proficiency could effortlessly navigate a VR educational content. We anticipate that VR education, conducted in an environment devoid of elements that could diminish learners’ immersion, will culminate in enhanced learning outcomes.
This study has limitations regarding its generalization, as it was conducted within a predefined scenario with a limited set of educational activities. Moreover, to discern the diverse and numerous actions of learners, artificial intelligence requires a vast amount of training data with significant diversity. We plan to secure the data by extracting videos of various user behaviors and animations from virtual reality content engine programs from multiple perspectives. Additionally, we intend to expand our study to a continuous experimental environment where new models are designed, compared, and analyzed, aiming to enhance the system’s reliability.

Author Contributions

Conceptualization, J.L.; Investigation, J.L.; Methodology, J.L.; Software, J.L.; Writing—original draft, J.L.; Writing—review and editing, Y.K. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Data Availability Statement

The data presented in this study are available on request from the corresponding author.

Conflicts of Interest

The authors declare no conflict of interest.

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