ABSTRACT VIEW
A NEW IMMERSIVE LEARNING OBJECT FOR MULTI-WAVELENGTH ASTRONOMY
B. Amuneni1, C. Gheller2, M. Krokos1
1 University of Portsmouth (UNITED KINGDOM)
2 Institute of Radioastronomy IRA-INAF (ITALY)
We present the Multi-Wavelength Galaxy Illustrator (MGI), a framework 
that employs advanced video game technology to underpin user 
navigation in rich environments. Using an open-source, repurposable
approach, and being built using Unity and supporting virtual reality with OpenXR, MGI allows users to interact with a large set of galaxies
 in an engaging, intuitive and immersive manner.

MGI bridges the gap between scientific visualisation and pedagogical
 practices, opening up new possibilities for teaching and outreach 
activities in astrophysics and beyond. We show how an example of a
curated learning object for multi-wavelength astronomy can be built.
The instructor-selected sets of standard astronomy images are turned into vibrant, real-time navigatable immersive environments. When
navigating, the student user can make a stop-over at any galaxy and
 explore its features by visualising it in different wavelengths and 
viewing scientific data as well as explanatory notes.

One of MGI's standout features is its ability to support
 educator-driven customisation. Educators can augment the scientific
 visualisation experience by preparing metadata in addition to the data
included to provide information to learners about each object in the
scenes navigated. We show an example of a form used to input such
data. This contextual integration of metadata allows users, whether students or the public, to experience not only the raw galaxy
 structures but also to interact with layers of information that deepen
their understanding of the objects they meet during their
 fly-throughs.



The immersive nature of MGI visualisations, particularly when deployed 
in VR, enables the creation of inquiry-based learning objects,
allowing students to freely explore a scene, discover objects of
interest and research their properties. In our specific example the
learner can switch the wavelength band in which to view a galaxy of 
interest and see for themselves what can be observed in the various
wavelength bands before viewing the scientific data and the lecturer’s take on this. In this way, learning that is traditionally communicated
by textbooks with some accompanying still images comes to life, and
curiosity for learning is fostered, which is well known to promote engagement and stronger conceptual retention.

Keywords: Emerging technologies, visualisation, extended reality (XR), STEM education.

Event: EDULEARN25
Track: Innovative Educational Technologies
Session: Technology Enhanced Learning
Session type: VIRTUAL