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VR-Classroom

Development of this software has been kindly supported by

  • Prof. Dr. Dirk Richter (Professorship of Educational Research in the Educational Sciences, University of Potsdam), in collaboration with
  • Prof. Dr. Yizhen Huang (Junior Professor of Education Sciences and Psychology, University of Tübingen) and
  • Prof. Dr. Eric Richter (Professorship of School Pedagogy, Catholic University of EichstaettIngolstadt)

DigiProMIN, a BMBFSFJ (Federal Ministry for Education, Family Affairs, Senior Citizens, Women and Youth) funded project


Project Overview

While the VR Classroom project existed prior to my involvement, it initially faced significant challenges regarding stability and performance. I was originally contracted by the University of Potsdam to address these bottlenecks and optimize the existing framework.

However, as development progressed, the scope expanded into a comprehensive modernization of the application. I ended up overhauling the majority of the project's systems to ensure scalability and robustness, to the extent that very little of the original legacy codebase remains. Beyond the backend logic, I also implemented a significant upgrade to the visual fidelity to increase the immersion required for effective psychological research.

Screenshot of the VR Classroom visual upgrade

AI-Driven Interaction

The most transformative feature I engineered was the full integration of Generative AI. Previously, interaction was limited, but the new system now allows teacher trainees to interact naturally with students using their voice.

By integrating a pipeline of Speech-to-Text (STT), Large Language Models (LLMs), and Text-to-Speech (TTS), the virtual students can now listen, understand, and verbally respond to the user in real-time. This creates a high-fidelity training environment where "classroom management" is no longer a button press, but a conversation.

Key Features & Mechanics

Beyond the core AI conversation loop, I implemented several systems designed to support the pedagogical goals of the project:

  • Student Attention System: A dynamic system that governs student behavior. The "Attention" value directly drives procedural animations, causing students to look around, fidget, or focus on the teacher based on their engagement level.
  • Interactive Tutorial: To lower the barrier to entry for non-technical users, I built a fully voiced, interactive tutorial that guides new users through the VR controls.
  • Post-Session Analysis: Education research relies on data. I built a comprehensive analysis dashboard that provides trainees with feedback on their performance, offering insights into their speaking time, gaze, and class engagement.

Screenshot of the post-session analysis dashboard

Current Status

The project has made great strides and is currently in active deployment, having already been utilized in several sessions with real teachers-in-training.

Development is ongoing, with a current focus on porting features to non-VR versions to increase accessibility. I am excited to continue expanding the capabilities of this tool and helping the University of Potsdam push the boundaries of digital education.