Virion project apps were developed step by step to create engaging Virtual Reality (VR) tools for teaching Mathematics, Physics, Chemistry, and Biology. The process included writing scripts, designing app layouts, programming, and testing. Each app was made to be unique and easy to use, with input from teachers and students to ensure they meet educational needs. Here it explains the main steps taken to create these apps and prepare them for piloting sessions in schools.
Phase 1. Script Development
After analyzing the findings from Work Package 2 regarding the educational needs of students in Virtual Reality (VR) across Europe, the scriptwriting team began crafting the scripts for four applications based on the following criteria:
Each STEAM subject—Mathematics, Physics, Chemistry, and Biology—would be assigned its own dedicated application.
Each application needed to be visually distinct from the others, as VIRION’s objective is to evaluate the educational community’s response to VR technology as a whole and to each of the four content delivery methods individually.
The applications were designed to present content with varying levels of complexity to suit different learning needs.
The difficulty of the tasks or tests required to progress in each application was carefully adjusted to better understand how students engage with and interact within the apps.
Beyond these core criteria, additional considerations included factors such as playability, the scope and visual appeal of the environments or game maps, and the overall duration of each application.
These elements were thoughtfully incorporated to provide educators with a diverse range of content. The aim is to facilitate analysis and derive insights that will inform the development of improved applications in the future.
Phase 2. Design of Storyboard
Once the scripts were completed, the app storyboards were developed in coordination with the development department. During this process, the following elements were defined:
Preliminary designs of the game environments (maps) for each app.
The design of the tests that students would complete based on the script.
The interactive items to be incorporated into each app (manipulable objects) for students to use during the development of each test.
Phase 3. First Presentation of the Apps Designs to the Consortium
Once the structure, content design, and tests for each of the four applications were finalized and approved by the PREMIUM VR team, a presentation meeting was held with the VIRION consortium to share the storyboards of the four apps and gather their feedback and approval.
Phase 4. Design of Production Strategies
Following the final approval of the applications proposed by PREMIUM VR to the consortium, the design of workflows and construction methodologies for the four applications commenced.
During this phase, work areas and teams were defined, the appropriate software for each task was selected, and communication channels were established.
Additionally, an analysis of VR app distribution ecosystems was conducted to identify the most suitable platform to align with the project’s objectives.
Ultimately, the META ecosystem was chosen, and its tools and features were successfully implemented.
Phase 5. Graphic Design
Using VIRION’s existing corporate image as a foundation, design guidelines were created to ensure consistency across all elements. After finalizing the production strategies, general design rules were established for the four virtual reality applications, including basic shapes, color schemes, spatial layouts, and instructions.
These guidelines were used to design the graphic elements for the user interfaces and to define the visual style of the environments and scenarios, creating a cohesive and appealing look for each application.
Phase 6. Creation and Development of the Apps
The creation and development process includes phases 6.1, 6.2, and 6.3, along with this main phase (Phase 6), where 3D environments and props are created using the following tools:
Blender for 3D modeling.
3DCoat for surface painting and texturing.
Krita for sketching and texture design.
Unity 3D as the integration and publishing engine.
Phase 6.1 Programming
Initial code sketches (pseudocode) were created to test the feasibility of the processes that would later be fully implemented. This step was conducted independently for each application and tested continuously on our devices.
The chosen programming language was C#.
The code editors used were:
Visual Studio Code for two of the apps.
Visual Studio Community for the rest apps.
After all code interactions were validated, the final build process began by compiling the C# code and interpreting it for Android deployment (for Meta Quest devices) using the L2CPP interpreter integrated into Unity SD.
Phase 6.2. Creation of texts
All the texts for the applications were created. Educational content was reviewed by part of the schools involved in the project. Once finalized, the texts were translated into the five official languages of the consortium:
Spanish
English
Bulgarian
Finnish
German
Phase 6.3. Design of Music, Sound Effects and Audio Mix
Premium VR’s sound engineer was in charge of generating and implementing everything related to the sound environment, creating the effects and environments for each of the game actions of each App.
To do this, we used a combination of professional tools that included ProTools and FMOD
In addition, specific music was created according to the type of application in each of them and sound mixes were made.
Phase 7. First Testing Processes
During the construction of the apps, numerous tests were carried out by PremiumVR. to ensure that the development adhered to the quality standards established by the Virion consortium partners.
Once the apps were built, the final testing phase was carried out, forcing their playability to detect errors and design and programming problems.
A comprehensive fault report was produced and handed over to the design and programming department for repair.
Phase 8. Testing by Consortium and Educators
After the errors in the applications were corrected, the apps were presented to the rest of the consortium and to representatives from each participating school in the research team. During the face-to-face sessions, extensive feedback was gathered, including evaluations and suggestions for improvements to each of the applications. The focus was on enhancing their clarity, efficiency, and overall usability.
Phase 9. Last Modifications, final adjustments, and distribution
The production department carefully reviewed the change requests submitted by the educators and incorporated the suggested modifications into the final design. This process led to the completion of the four finalized applications. A clear plan was also established for distributing and installing the applications on devices, simplifying the process for schools in four different countries. As a result, the apps were fully prepared for the piloting sessions.