| Number | R8-4/ IPMU/ILANCE/ICRR joint seminar |
| Date&time | Fri. May 29, 2026, 16:00 – |
| Place | ICRR 6F Large seminar room Zoom:https://u-tokyo-ac-jp.zoom.us/j/82550942426?pwd=pOPeHpuxr0cukf9Eti6hqcX4R5lRVT.1 |
| Speaker | Stefan Funk (Erlangen Centre for Astroparticle Physics (ECAP), Germany) |
| Title | “From high-energy astrophysics to medical physics” |
| Abstract | Large-scale scientific domains such as cosmic ray and space radiation research—often referred to as “Big Science”—face a growing need to communicate complex concepts to broader audiences, including students, educators, and the general public. Virtual Reality (VR) offers a promising medium for this type of dissemination and education. Importantly for space-related research, it enables immersive and interactive exploration of otherwise inaccessible phenomena. However, a key challenge remains: how can we ensure that such experiences are genuinely engaging in a measurable way – not only benefitting from the novelty effect to engage at first glance, but able to sustain meaningful motivation and learning over time? This talk introduces the ENGAGE taxonomy, a framework for measuring and analysing learner engagement grounded in several established psychological theories, with particular focus on the Self-Determination Theory (SDT). The taxonomy operationalises core dimensions of motivation—Autonomy, Relatedness, and Competence—through observable behavioural indicators, originally validated in large-scale online learning environments. These indicators provide actionable metrics for identifying engaged and disengaged learning behaviours. Building on this foundation, the talk further explores how the ENGAGE taxonomy can be applied to immersive VR environments designed for Big Science education. Using insights from the Royal Society-funded “From the Classroom to the Cosmos” PICAPICA follow-up project, developed in collaboration with Prof. Mizue Kayama (Shinshu University) and further team members from Tokyo University, Institute of Technologists and Durham University, we examine how a VR-based, STEAM-oriented platform—originally designed around block-based programming and a digital twin approach—can inform the design of learning experiences for domains such as cosmic ray research. The talk aims to lead to a framework for integrating VR, engagement analytics, and scientific dissemination, offering practical insights for researchers seeking to extend the reach, educational and societal impact of their work. |