Skip to main content

Z3VR - An Interactive VR Learning Environment for One of the First Computers (Konrad Zuse’s Z3)

  • Conference paper
  • First Online:
Virtual, Augmented and Mixed Reality (HCII 2024)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14708))

Included in the following conference series:

  • 599 Accesses

Abstract

This paper presents Z3VR, an interactive simulation of Konrad Zuse’s Z3 computer in a Virtual Reality (VR) environment, intended to give users the full experience of working with this historically significant machine. The paper explores other Z3 simulations and VR programming environments and draws comparison to Z3VR in terms of their accuracy and interface approach, where applicable. It details the creation of the project in various aspects and lessons learned from implementing and testing the VR user interface. It further evaluates how effective the project is as an educational tool in terms of teaching users about some concepts of low-level programming, and proposes future work to be done on Z3VR for higher usability and potential application in museums.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    http://www.historicsimulations.com/ZuseZ3.html, accessed 13.8.2023.

  2. 2.

    https://sourceforge.net/projects/pipzusez3, accessed 13.8.2023.

  3. 3.

    https://www.web3d.org/content/vrml97-functional-specification-and-vrml97-external-authoring-interface-eai, accessed 14.8.2023.

  4. 4.

    https://scratch.mit.edu/, accessed 14.1.2024.

  5. 5.

    https://xkarel.sourceforge.net/eng/, accessed 14.1.2024.

  6. 6.

    https://www.python.org/, accessed 6.9.2023.

  7. 7.

    https://www.beatsaber.com/, accessed 14.1.2024.

  8. 8.

    https://en.wikipedia.org/wiki/Reverse_Polish_notation, accessed 1.9.2023.

  9. 9.

    https://unity.com/, accessed 30.8.2023.

  10. 10.

    https://www.khronos.org/openxr/, accessed 30.8.2023.

  11. 11.

    https://fspy.io/, accessed 21.8.2023.

  12. 12.

    https://www.blender.org/, accessed 21.8.2023.

  13. 13.

    https://www.youtube.com/watch?v=aUXnhVrT4CI, accessed 21.8.2023.

  14. 14.

    “Die letzte Rechnung der Zuse Z3” https://youtu.be/TbW-qNxD1lE.

References

  1. Caravaca, G., Le Mouélic, S., Mangold, N., L’Haridon, J., Le Deit, L., Massé, M.: 3d digital outcrop model reconstruction of the Kimberley outcrop (gale crater, mars) and its integration into virtual reality for simulated geological analysis. Planet. Space Sci. 182, 104808 (2020). https://doi.org/10.1016/j.pss.2019.104808

    Article  Google Scholar 

  2. Casini, A.E., et al.: Analysis of a moon outpost for mars enabling technologies through a virtual reality environment. Acta Astronaut. 143, 353–361 (2018). https://doi.org/10.1016/j.actaastro.2017.11.023

    Article  Google Scholar 

  3. Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools Appli. (2020)

    Google Scholar 

  4. Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012). https://doi.org/10.1016/j.compedu.2012.03.004

    Article  Google Scholar 

  5. Eichhorn, C., et al.: Inspiring healthy food choices in a virtual reality supermarket by adding a tangible dimension in the form of an augmented virtuality smartphone. In: 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 548–549. IEEE (2021)

    Google Scholar 

  6. Eichhorn, C., Plecher, D., Klinker, G.: VR enabling knowledge gain for the user (Venus). Technical report, TUM (2022)

    Google Scholar 

  7. Eichhorn, C., et al.: Shopping in between realities-using an augmented virtuality smartphone in a virtual supermarket. In: 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 1161–1170. IEEE (2023)

    Google Scholar 

  8. Kersten, T.P., Tschirschwitz, F., Deggim, S.: Development of a virtual museum including a 4d presentation of building history in virtual reality. Int. Arch. Photogram. Remote Sens. Spatial Inf. Sci. XLII-2/W3, 361–367 (2017). https://doi.org/10.5194/isprs-archives-XLII-2-W3-361-2017, https://isprs-archives.copernicus.org/articles/XLII-2-W3/361/2017/

  9. Navarro, P.F.: Zenva sky - VR app to learn computer science. Game published on Oculus store (https://devmesh.intel.com/projects/zenva-sky-the-world-s-first-vr-app-to-learn-computer-science) (2019)

  10. Palmas, F., Cichor, J., Plecher, D.A., Klinker, G.: Acceptance and effectiveness of a virtual reality public speaking training. In: 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 363–371. IEEE (2019)

    Google Scholar 

  11. Palmas, F., Labode, D., Plecher, D.A., Klinker, G.: Comparison of a gamified and non-gamified virtual reality training assembly task. In: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pp. 1–8. IEEE (2019)

    Google Scholar 

  12. Palmas, F., Reinelt, R., Cichor, J.E., Plecher, D.A., Klinker, G.: Virtual reality public speaking training: experimental evaluation of direct feedback technology acceptance. In: 2021 IEEE Virtual Reality and 3D User Interfaces (VR), pp. 463–472. IEEE (2021)

    Google Scholar 

  13. Plecher, D.A., Keil, L., Kost, G., Fiederling, M., Eichhorn, C., Klinker, G.: Exploring underwater archaeology findings with a diving simulator in virtual reality. Front. Virtual Reality 3, 901335 (2022)

    Article  Google Scholar 

  14. Plecher, D.A., Wandinger, M., Klinker, G.: Mixed reality for cultural heritage. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 1618–1622. IEEE (2019)

    Google Scholar 

  15. Röder, J., Rojas, R., Nguyen, H.: Konrad Zuse internet archive. Website of the ZIB (2013). (http://zuse.zib.de. Accessed 14 Aug 2023

  16. Röder, J., Rojas, R., Nguyen, H.: The Konrad Zuse internet archive project. In: Tatnall, A., Blyth, T., Johnson, R. (eds.) HC 2013. IAICT, vol. 416, pp. 89–95. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-41650-7_8

    Chapter  Google Scholar 

  17. Rojas, R.: Die Rechenmaschinen von Konrad Zuse. Springer, Heidelberg (1998). https://doi.org/10.1007/978-3-642-71944-8

  18. Ruikar, D.D., Hegadi, R.S., Santosh, K.C.: A systematic review on orthopedic simulators for psycho-motor skill and surgical procedure training. J. Med. Syst. (2018)

    Google Scholar 

  19. Segura, R.J., del Pino, F.J., Ogáyar, C.J., Rueda, A.J.: VR-OCKS: a virtual reality game for learning the basic concepts of programming. Comput. Appl. Eng. Educ. 28(1), 31–41 (2020)

    Article  Google Scholar 

  20. Theethum, T., Arpornrat, A., Vittayakorn, S.: Thinkercise: an educational VR game for python programming. In: 2021 18th International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON), pp. 439–442. IEEE (2021)

    Google Scholar 

  21. Vincur, J., Konopka, M., Tvarozek, J., Hoang, M., Navrat, P.: Cubely: virtual reality block-based programming environment. In: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology. VRST ’17. Association for Computing Machinery, New York, NY, USA (2017). https://doi.org/10.1145/3139131.3141785

  22. Walchshäusl, S., et al.: Generating an environment for socializing between older adults in a VR supermarket. In: INFORMATIK 2023 - Designing Futures: Zukünfte gestalten, pp. 325–337. Gesellschaft für Informatik e.V., Bonn (2023). https://doi.org/10.18420/inf2023_30

  23. Warp, R., Zhu, M., Kiprijanovska, I., Wiesler, J., Stafford, S., Mavridou, I.: Validating the effects of immersion and spatial audio using novel continuous biometric sensor measures for virtual reality. In: 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), pp. 262–265 (2022). https://doi.org/10.1109/ISMAR-Adjunct57072.2022.00058

  24. Weintrop, D., Wilensky, U.: Comparing block-based and text-based programming in high school computer science classrooms. ACM Trans. Comput. Educ. 18(1) (2017). https://doi.org/10.1145/3089799

  25. Yigitbas, E., Tejedor, C.B., Engels, G.: Experiencing and programming the ENIAC in VR. In: Proceedings of Mensch Und Computer 2020. MuC ’20, pp. 505–506. Association for Computing Machinery, New York, NY, USA (2020). https://doi.org/10.1145/3404983.3410419

  26. Zengerle, T., Plecher, D.A., Flegr, S., Kuhn, J., Fischer, M.R.: Teaching optical principles in XR. In: INFORMATIK 2023 - Designing Futures: Zukünfte gestalten, pp. 313–323. Gesellschaft für Informatik e.V., Bonn (2023). https://doi.org/10.18420/inf2023_29

  27. Zuse, H.: Die ergonomischen Erfindungen der Zuse-Maschinen im internationalen Kontext, pp. 95–120 (2008). https://doi.org/10.1515/9783839405642-002

  28. Zuse, K.: Electrical plans of the rebuilt z3 (1960). Available on the Konrad Zuse Internet Archive http://zuse.zib.de. Accessed 14 Aug 2023

Download references

Acknowledgments

This project would not have been possible without the plentiful resources provided by the Konrad Zuse Internet Archive [15], and especially professor Raúl Rojas, whose works on Konrad Zuse’s calculating machines are a very good resource for anyone intending to learn about them.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to David A. Plecher .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Moersler, L., Plecher, D.A., Eichhorn, C., Klinker, G. (2024). Z3VR - An Interactive VR Learning Environment for One of the First Computers (Konrad Zuse’s Z3). In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. HCII 2024. Lecture Notes in Computer Science, vol 14708. Springer, Cham. https://doi.org/10.1007/978-3-031-61047-9_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-61047-9_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-61046-2

  • Online ISBN: 978-3-031-61047-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics