# Transforming Interactive Educational Content into Immersive Virtual Reality Learning Objects
## 2 Related Works
\begin{table}
\begin{tabular}{c c c c} \hline
**Reviewed Research** & **Implementation** & **Performance Evaluation** & **User Experience Evaluation** \\ \hline [PERSON] et al. [9; 28] & A system that uses a robot to automatically prepare haptic devices as industrial tools to use during training for users with an HMD. & Measured reaction time and accuracy for collocation evaluation. Measured memorized and performed actions for enactment evaluation. & Did not conduct a user experience study. \\ \hline [PERSON] et al. [11; 29] & A system using a Phantom Omni haptic device with an HMD for dental surgery training. & Measured participant performance scores after conducting pre-training with different IVR conditions. & Did not conduct a user experience study. \\ \hline [PERSON] and [PERSON] [30] & Desktop-based learning application using a Leap Motion controller to interact and perform figure carving actions with hands. & Measured task completion time and error count. & Evaluated the application through user observation, feedback, and fun toolkit questionnaire. \\ \hline [PERSON] et al. [10] & Desktop- and IVR-based virtual place applications for information recall. & Compared recall performance and confidence between using the desktop or the IVR application. & Did not conduct a user experience study. \\ \hline [PERSON] et al. [31] & Application for learning second language words through kinesthetics by performing hand motions associated with the words. & Compared how well participants recalled new second language words between learning through text only, IVR by only observing motions, and IVR by performing motions. & Did not conduct a user experience study. \\ \hline [PERSON] et al. [32] & IVR kinesthetic learning application for industrial hydraulics machine maintenance training. & Measured participant scores in a real-life performance evaluation after conducting training in IVR. & Training experience and environment, satisfaction and self-confidence surveys, educational practice questionnaire, and NASA task load index used to evaluate user experiences. \\ \hline [PERSON] et al. [33] & An IVR training system that gives feedback by stimulating muscles through electrical pulses. & Measured the completeness of a given task. & Evaluated how comfortable and helpful the system is with a custom questionnaire. \\ \hline [PERSON] et al. [34] & IVR training application for handling patients with impartments during their transfer. & No study was conducted. & No study was conducted. \\ \hline This work & IVR educational application integrated into an LMS for learning human skeletal structure and anatomy. & Measured completion time, error, and usage of additional learning material. & Used web-based learning tool scale, IPQ Group Presence Questionnaire, System Usability Scale to evaluate user experience. \\ \hline \end{tabular}
\end{table} 
Table 1: Summary of related works. of user experience studies based on standardized tools matches the observations of other works [13; 18]. The analyzed related works mostly present their own developed stand-alone applications and performance evaluations. A lack of solutions integrating educational IVR applications into LMS was identified. Such an integration could simplify the use of IVR in education by enabling it through a familiar environment for learners and educators. A process of developing an educational IVR application and integrating it into an LMS could be determined and defined by implementing such an application.