Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion
Abstract
:1. Introduction
2. Related Work
2.1. Metaverse-Based Educational VR Content to Increase Learners’ Immersion
2.2. Convolutional Neural Network
2.2.1. Object-Tracking Learning
2.2.2. Multiple-Instance Learning
2.2.3. Ensemble Models Based on Deep Learning
- Boosting: Boosting is a serialized ensemble technique. Boosting works collaboratively with different models such that each data instance has a weight. When the first model makes a prediction, the data are weighted according to the prediction results. The next learning model learns by focusing on the error in the weight provided by the previous model. This method increases the predictability by focusing on misclassified data and repeatedly creating new rules [32]. For example, a dataset consisting of “+” and “−” was classified as shown in Figure 4. In D1, the “+” and “−” data were separated by the dividing line at the 2/5 point. However, the circled “+” in the top half of D1 and the two circled “−” at the bottom were misclassified. Misclassified data are assigned a higher weight, and well-classified data are assigned a lower weight. In D2, the size of the well-classified data in D1 decreased as the weight decreased, whereas the size of the misclassified data increased as the weight increased. The reason for assigning weights to misclassified data is to focus on the classification in the next model. In D2, the right three “−” classified as vertical lines were misclassified. Therefore, in D3, the weights of the three “−” increased. Because “+” and “−”, which were weighted in the first model, were classified well in D2, the weights were reduced again in D3. By combining the classifiers of D1, D2, and D3, the “+” and “−” were accurately distinguished in the final classifier.
- Voting: Voting is a method for constructing k weak classifiers from different algorithms and selecting the final result by collecting the results of the weak classifiers. Two types of methods are used to derive the results: hard and soft. The hard type is determined by the majority vote, based on the results of the weak classifiers. The soft type determines the final result by averaging the probabilities, which are the resulting values of the weak classifiers (Figure 5). In this study, the hard type of method was used [33].
3. System Design
3.1. VR Educational Contents for Simulation
3.2. Learning Model Design
3.2.1. Model_A: Object-Tracking Learning
3.2.2. Model_B: Multiple-Instance Learning
3.2.3. Model_C: Boosting
Algorithm 1 Model_C structure. | |
1. 2. 3. 4. 5. 6. 7. 8. | 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)) |
3.2.4. Model_D: Learning Model by Voting Model_A, Model_B, and Model_C
Algorithm 2 Model_D structure | |
1: 2: 3: 4: 5: 6: 7: 8: 9: | 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)) |
4. Implementation
4.1. Experimental Setup and Performance Comparison of Learning Models
4.2. Simulation of Educational Content Applying the F1-Score and AI of the Selected Learning Model
5. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Educational Activity Behavior Video | Educational Activity Behavior XML File | |
---|---|---|
Content | Video containing 12 types of educational activity behaviors | Labeling for the 12 types of educational activity behaviors |
Quantity | 259 | 259 |
Format | MP4 | XML |
Item | Description | |
---|---|---|
folder | Parent Folder Name (Organized based on each event) | |
filename | Original Video File Name (Matched with XML file) | |
hader | duration | Video Duration |
fps | Frames per Second (FPS) | |
frames | Total Frame Count | |
location | Location within the Video | |
time | Time Period | |
population | Number of Participants Engaging in the Educational Activity | |
eventname | Educational Activity Name | |
starttime | Educational Activity Start Time | |
duration | Educational Activity Duration | |
object | objectname | Object Name |
position | Object’s Positional Information | |
frame | Frame in which the Object Appears | |
keypoin | Specific Location of the Object | |
action | actionname | Action Name |
frame | Frames where the Action Begins and Ends |
Model | Test Video | Correct | Accuracy |
---|---|---|---|
A | 31 | 25 | 0.80645 |
B | 31 | 26 | 0.83870 |
C | 31 | 27 | 0.87096 |
D | 31 | 27 | 0.87096 |
Actual | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N01 | N02 | N03 | N04 | E01 | E02 | E03 | E04 | E05 | H01 | H02 | H03 | |||
Predicted | N01 | 15 | 0 | 1 | 1 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 19 |
N02 | 0 | 31 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 31 | |
N03 | 1 | 0 | 19 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 22 | |
N04 | 1 | 0 | 1 | 14 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 17 | |
E01 | 0 | 1 | 0 | 0 | 22 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 26 | |
E02 | 0 | 0 | 0 | 0 | 0 | 11 | 0 | 0 | 0 | 0 | 0 | 2 | 13 | |
E03 | 0 | 1 | 0 | 0 | 0 | 0 | 13 | 0 | 0 | 0 | 0 | 0 | 14 | |
E04 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 21 | 0 | 0 | 1 | 0 | 24 | |
E05 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 19 | 0 | 0 | 0 | 19 | |
H01 | 0 | 1 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 22 | 0 | 0 | 26 | |
H02 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 17 | 0 | 21 | |
H03 | 0 | 0 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 0 | 16 | 19 | |
Total Count | 19 | 34 | 23 | 16 | 25 | 14 | 14 | 25 | 19 | 25 | 19 | 18 | 251 |
Precision | N01 | 0.789473684 | Recall | N01 | 0.789473684 |
N02 | 0.911764706 | N02 | 1 | ||
N03 | 0.826086957 | N03 | 0.863636364 | ||
N04 | 0.875 | N04 | 0.823529412 | ||
E01 | 0.88 | E01 | 0.846153846 | ||
E02 | 0.785714286 | E02 | 0.846153846 | ||
E03 | 0.928571429 | E03 | 0.928571429 | ||
E04 | 0.84 | E04 | 0.875 | ||
E05 | 1 | E05 | 1 | ||
H01 | 0.88 | H01 | 0.846153846 | ||
H02 | 0.894736842 | H02 | 0.80952381 | ||
H03 | 0.888888889 | H03 | 0.842105263 | ||
Average Precision | 0.875019733 | Average Recall | 0.872525125 | ||
F1-Score | 0.873771 |
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Lee, J.; Kim, Y. Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion. Sustainability 2023, 15, 12663. https://doi.org/10.3390/su151612663
Lee J, Kim Y. Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion. Sustainability. 2023; 15(16):12663. https://doi.org/10.3390/su151612663
Chicago/Turabian StyleLee, Jaekyu, and Yeichang Kim. 2023. "Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion" Sustainability 15, no. 16: 12663. https://doi.org/10.3390/su151612663
APA StyleLee, J., & Kim, Y. (2023). Sustainable Educational Metaverse Content and System Based on Deep Learning for Enhancing Learner Immersion. Sustainability, 15(16), 12663. https://doi.org/10.3390/su151612663