Development of a plant growing experience application for physically challenged children using VR

In 2016, the "first year of VR," many VR platforms emerged, making VR technology more accessible.Currently, technology is expected to be applied and utilized in various fields.Application to the education sector is being promoted as part of the educational use of ICT.However, it is difficult to get the benefits of implementing VR due to lack of technology and equipment for teachers.Therefore, it is necessary to limit the scope of coverage.This research will focus on limb-challenged children and develop a VR application that allows them to experience plant growing.We believe that this will solve the problems that have been a concern for children with physical disabilities, such as the inability to perform exercises using soil and the lack of opportunities for trial-and-error.In this study, we also asked men and women in their teens to 40s to experience the apps we developed and obtained their evaluations through questionnaires.Within the survey, we received certain evaluations in areas such as trial and error.As for future issues, the application will be improved based on the feedback received from the survey.In addition, we believe it is necessary to evaluate the long-term effects of the application by having children with physical disabilities use it.

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Publication Details

Journal
Proceedings of International Conference on Artificial Life and Robotics
Published
2025-02-13
DOI
https://doi.org/10.5954/icarob.2025.os23-3
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
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article

Development of a plant growing experience application for physically challenged children using VR

Kaoru Ohe, Kenji Aoki, Amane Takei, Minoru Ide et al.
Proceedings of International Conference on Artificial Life and Robotics
Education and Learning Interventions
article

Development of a plant growing experience application for physically challenged children using VR

Kaoru Ohe, Kenji Aoki, Amane Takei, Minoru Ide, Makoto Sakamoto, Akihiro Kudo, Satoshi Ikeda, Masatoshi Beppu
article en

Abstract

In 2016, the "first year of VR," many VR platforms emerged, making VR technology more accessible.Currently, technology is expected to be applied and utilized in various fields.Application to the education sector is being promoted as part of the educational use of ICT.However, it is difficult to get the benefits of implementing VR due to lack of technology and equipment for teachers.Therefore, it is necessary to limit the scope of coverage.This research will focus on limb-challenged children and develop a VR application that allows them to experience plant growing.We believe that this will solve the problems that have been a concern for children with physical disabilities, such as the inability to perform exercises using soil and the lack of opportunities for trial-and-error.In this study, we also asked men and women in their teens to 40s to experience the apps we developed and obtained their evaluations through questionnaires.Within the survey, we received certain evaluations in areas such as trial and error.As for future issues, the application will be improved based on the feedback received from the survey.In addition, we believe it is necessary to evaluate the long-term effects of the application by having children with physical disabilities use it.

Proceedings of International Conference on Artificial Life and RoboticsVol. 30
University of Miyazaki (JP)
Zero hunger
Openalex Percentile: Top 66%
Education and Learning Interventions
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