# Transforming Interactive Educational Content into Immersive Virtual Reality Learning Objects
## 2 Related Works
The work of [PERSON] and [PERSON] [30] presents a desktop-based educational application based on kinesthetic interactions in which users can digitally create a historical figurine with the goal to learn about the process, tools, and materials used in such a craft. The whole process of creating the figurine is separated into three different stages. Before each stage, the user must select the proper tool for the required task and use it on the figurine. These interactions are implemented by using the Leap Motion device, which tracks the user's hand position and gestures. By physically moving their hand and performing a grasping gesture, the user can pick up tools and use them by mimicking the motion of their real use. In this case, instead of reading or observing other types of media about such a process, the user learns about it by imitating the actions that are needed for the simulated task to be completed, which makes the learning process more kinesthetic. From their usability evaluation study, [PERSON] and [PERSON] [30] highlighted a depth perception issue that occurred, where some users faced difficulties when trying to work on the virtual figurine because at the beginning, they were holding the virtual tools too far away from it, thinking that they were performing the action correctly. As one of the possible solutions for this, the authors proposed the use of some sort of stereoscopy such as an IVR HMD. In a study comparing desktop-based and HMD-based displays, [PERSON] et al. [10] attempted to find out if participants could recall information better from a virtual memory palace using an IVR HMD than a traditional desktop setup. The authors hypothesized that because of the way an HMD can immerse a person into a virtual environment, allowing them to perceive the environment as if they were in it, it could assist them in recalling observed information better. In the study, participants were presented with famous people or character faces as information to memorize and recall. The results of the study really did show better information recall when observing the environment through an HMD instead of a desktop-based display. Such positive results can portray IVR technology as a useful and viable tool for better information retention or cognitive improvements. Although, because interactivity was limited within the applications used in this study and it was not the aim of the study, there were no insights of using IVR technology for kinesthetic learning through physical activities. [PERSON] et al. [31], in their work, presented a kinesthetic IVR learning solution called Words in Motion, which could be used to enhance second-language vocabulary learning lessons. The solution works as a recognition system, where each word is paired with a corresponding action. Students perform actions to specify words and create an association between words and their body movement. The system can be trained to make new pairs of words and actions, and lists of available actions can be created that could be used for engaging gamified activities. To evaluate the effectiveness of the kinesthetic learning method in their proposed solution, [PERSON] et al. [31] conducted a between-subject study comparing three groups of participants with different conditions. These conditions included learning through text only, learning in IVR with no kinesthetics, and learning in IVR with kinesthetics. At first, each participant was presented with a sequence of 20 words to memorize in their respective conditions. The words were presented twice, 15 s each. Text-only condition participants were shown pairs of words in Spanish and English on a monitor. Both IVR condition participants were presented with the words in IVR, the difference being that with kinesthetics, participants had to perform a movement that was shown with a motion signifier and repeat it to create an association with the word, while the participants with no kinesthetics had to only observe the action signifier.