We present a series of innovative serious games we develop since four years using Virtual Reality (VR) technology to teach battery concepts at the University (from undergraduate to doctorate levels) and also to the general public in the context of science festivals and other events. These serious games allow interacting with battery materials, electrodes and cells in an immersive way. They allow experiencing impossible situations in real life, such as building with hands battery active material crystal structures at the nanometer scale, flying inside battery composite electrodes to calculate their geometrical tortuosities at the micrometer scale, experiencing the electrochemical behavior of different battery types by driving an electric vehicle and interacting with a virtual smart electrical grid impacted by 3D‐printed devices operated from the real world. Such serious games embed mathematical models with different levels of complexity representing the physical processes at different scales. We describe the technical characteristics of our VR serious games and their teaching goals, and we provide some discussion about their impact on the motivation, engagement and learning following four years of experimentation with them. Finally, we discuss why our VR serious games have also the potential to pave the way towards an augmented era in the battery field by supporting the R&D activities carried out by scientists and engineers.
We want to present a multimodal user interface for interaction with the virtual environment back-projected on the large projection screen. We use the interaction metaphor of a "spell-casting" wizard (the user) using a "magic wand" to interact with the VR environment and to complete some tasks. Our contribution is an user interface, which tries to take advantage of the past experience of the user such as fairy-tales or fantasy movies 1 .
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR) environment where the EV can be recharged, and the other players control the electricity produced, distributed, consumed and stored by interacting with 3D-printed devices. The second serious game is a digital twin of a lithium ion battery manufacturing pilot line, which can be played from an Internet Browser or by using VR hardware. The key steps of the manufacturing process of cylindrical cells are represented in an interactive way. We discuss our games working principles, their implications for motivation, engagement and learning, and why they pave the way towards new ways of collaborative R&D in the battery field.
We present a series of innovative serious games we develop since four years using Virtual Reality (VR) technology to teach battery concepts at the University and also to the general public in the context of science festivals and other events. These serious games allow interacting with battery materials, electrodes and cells in a immersive way. <br><br>
This paper presents an evaluation of the benefits and user acceptance of a multimodal interface in which the user interacts with a game-like interactive virtual reality application ''The Enigma of the Sphinx''. The interface consists of a large projection screen as the main display, a ''magic wand'', a stereo sound system and the user's voice for ''casting spells''. We present our conclusions concerning ''friendliness'' and sense of presence, based on observations of more than 150 users in a public event. r
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