VR@Geopark APP

Download link for the APP: >>VR@Geopark<<

Download link for the guidance booklet >>Guide Booklet<<

A User Guide Exploration

Within the scope of technological
development for exploration in an
educational environment, an application
was developed for Android mobile OS that
will include the possibility of exploring the
various geoparks in a virtual reality
environment through 360º photos.
This application will allow teachers to
develop differentiated learning
environments, allowing students to have
immersive experiences, exploring the most
important places in the parks and
interacting with them through hotspots and
short quizzes.
The development of the application is
structured in a first process of analysis and
investigation of UX/UI where the user
interaction process with the application
was designed in order to provide the best
possible experience in these environments.

VR Geopark App Interface and Usage

When the user logs in to the mobile
application they will have two options
for use:
1- for navigation in virtual reality
environment;
2- to explore educational contents, such
as geocaching games, lesson plans and
scientific experiments according to each
geopark.

If they select option one they will be
guided to the language selection menu
(once the App is adapted to all the
partners’ languages and English).

Once you select the language you will be
directed to the “Virtual Reality” option,
you will be able to choose the geopark you
want to explore. For each of them you will
have the following options:

  1. Geomorphology of the geopark (rocks,
    soil, fairy chimneys, cliffs, volcanoes,
    fossils) and a virtual trip
  2. Flora of the geopark and endemic plants
  3. Fauna of the geopark and extinct
    animals
  4. Minerals of the geopark
  5. Geofood/geo products/geo-heritage

These options help students and teachers
to explore the geoparks according to
different perspectives. It also allows
teachers to create educational resources by
using the App as a starting point of their
planning and pedagogical dynamics.

Once one of the options selected, the user
will experience a 360º virtual reality , in a
3DOF (Degrees of Freedom) environment.

VR Geopark App Interface and Usage – Example

If the user wants to explore the geopark Flora for example, they must choose that option, then the number of VR “Flora” experiences available in each geopark will show.

Once the option is chosen the user will be able to explore the geopark as if they were inside of it. They can move around in a 3 DOF manner, exploring the surrounding area. It is a clear example of inclusion by and with technology: shortening distances and allowing teachers and students to places that otherwise would be very difficult to reach, providing equal access to students that do not have that opportunity

During the experience the user always has the option to search, return to the main menu or go back to the previous experience.

While exploring any of the 360º images the user has the option to interact with hotspots. Each hotspot will open a highlighted image (2D format) that points out important references in the scope of that 360º image. In each 360º experience there’s a short quiz that validates the exploration carried out in line with the learning developed.

The application is not intended to replace
the entire educational process, but rather
complement the pedagogical interactions
through virtual reality where students –
with the proper educational framework –
will reinforce their learning through almost
direct contact with different park sites.