This project introduces an innovative Virtual Reality (VR) application designed to teach the core concepts of a Single-Layer Perceptron (SLP)—a foundational model in neural networks. The educational system uses immersive, embodied interactions to translate abstract machine learning concepts into intuitive and practical experiences.
In the first phase of this project, we developed and evaluated a VR-based educational system that teaches SLP concepts. Through gamified, step-by-step interaction in a factory-inspired environment, users learned how weights, inputs, and activation functions work together in neural computation. A user study with eight participants provided valuable feedback, highlighting both strengths (e.g., interactivity, engagement) and areas for improvement (e.g., navigation and instruction clarity).
This video showcases the initial prototype of our VR-based educational system.
This final version was designed to address the limitations of the initial prototype by enhancing navigation, interaction clarity, and instructional integration. The environment supports a seamless and engaging learning experience for understanding SLP.
Training Room: Students first enter a guided training environment where they learn how to interact with objects using natural hand gestures (via hand tracking). This onboarding phase reduces confusion and ensures smooth transition into learning tasks.
Main Room: In a scientifically styled lab environment, learners engage in interactive tasks that simulate how single-layer perceptrons classify inputs and adjust weights. Realistic visuals and immediate feedback reinforce neural computation principles.
This video showcases the immersive design of the main room.
A Jupyter Notebook-based implementation of the Single-Layer Perceptron was developed. It serves as a non-immersive baseline for comparison against the VR system. The notebook guides learners from theory to practice, allowing them to define model parameters, train the perceptron, visualize decision boundaries, and analyze classification outcomes with interactive widgets for real-time tuning. The Jupyter version acts as a control condition for evaluating the pedagogical value added by the VR system. Side-by-side comparisons assess differences in learning outcomes, engagement, and usability.
This video illustrates the interactive, browser-based Jupyter Notebook.
To get started, install the VR Training Room on your Oculus Quest 3.
Download APKExperience the main VR learning environment on your Oculus Quest 3.
Download APKRead the full installation and configuration instructions (PDF, English).
Download Manual