Activities in Second Life, with VR Headsets, and in Spatial.io

The authors had unique opportunities to successfully carry out important and creative activities in Second Life (a 3-D virtual community), with VR headsets, and in Spatial.io. They instructed their students to participate in problem-based learning projects (PBL) in Second Life (SL) on a virtual island owned by Nagaoka University of Technology in Japan. The PBL method provides students with challenging ill-structured problems to solve. They work cooperatively in a group to obtain possible solutions to the problems, while their instructors serve as guides. In addition, the group wore VR headsets to have realistic experiences with ocean life and dinosaurs. The authors also joined Spatial.io, a website that includes a variety of human-computer interaction techniques. They explored interesting locations, played games, examined various items, and struggled with a digital twin project.

Authors

Institutions

Publication Details

Journal
Procedia Computer Science
Published
2025-01-01
DOI
https://doi.org/10.1016/j.procs.2025.09.180
Primary Topic
Geography Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Activities in Second Life, with VR Headsets, and in Spatial.io

Hideyuki Kanematsu, Katsuko T. Nakahira, Dana M. Barry
Procedia Computer Science
Geography Education and Pedagogy
article

Activities in Second Life, with VR Headsets, and in Spatial.io

Hideyuki Kanematsu, Katsuko T. Nakahira, Dana M. Barry
article en

Abstract

The authors had unique opportunities to successfully carry out important and creative activities in Second Life (a 3-D virtual community), with VR headsets, and in Spatial.io. They instructed their students to participate in problem-based learning projects (PBL) in Second Life (SL) on a virtual island owned by Nagaoka University of Technology in Japan. The PBL method provides students with challenging ill-structured problems to solve. They work cooperatively in a group to obtain possible solutions to the problems, while their instructors serve as guides. In addition, the group wore VR headsets to have realistic experiences with ocean life and dinosaurs. The authors also joined Spatial.io, a website that includes a variety of human-computer interaction techniques. They explored interesting locations, played games, examined various items, and struggled with a digital twin project.

Procedia Computer ScienceVol. 270
Nagaoka University (JP), SUNY Canton (US), Clarkson University (US), Nagaoka University of Technology (JP), The University of Osaka (JP)
Openalex Percentile: Top 61%
Geography Education and Pedagogy
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Activities in Second Life, with VR Headsets, and in Spatial.io — Hideyuki Kanematsu, Katsuko T. Nakahira, et al. · Procedia Computer Science (2025) | TGRS Research Map | TGRS