Authors: Yusuf Sermet, Eveline Gonzalez, Ali Rahmani, Eslim Emiroglu, Cori Ann Grant, Ibrahim Demir – University of Iowa
Title: Enhancing Hydroinformatics Research, Operation, and Education through Virtual Reality, Artificial Intelligence, and Gaming
Abstract: The integration of advanced technologies such as Virtual Reality (VR), Artificial Intelligence (AI), and serious gaming into hydroinformatics education offers transformative approaches to learning and research in water-related disciplines. This project introduces a comprehensive synthesis derived from a series of interconnected studies, each focusing on the development of interactive VR environments, real-time simulation tools, and game-based learning platforms aimed at enhancing understanding and engagement in hydroinformatics. A novel virtual education room utilizing Unreal Engine, MethahumanSDK, and Chat-GPT4 features a digitized AI instructor that facilitates dynamic, interactive, and personalized learning experiences. FloodSim Sandbox, developed using Unreal Engine and specialized plugins, enables users to simulate and interact with flood scenarios in urban settings, enhancing their understanding of flood dynamics and mitigation strategies. Additionally, Floodcraft leverages Minecraft’s gaming environment to teach flood mitigation strategies to youth through gameplay that simulates real-world flood protection techniques. The application of conversational AI and digital twins within Metaverse platforms further explores immersive educational and operational tools for hydrology and water resource management. These technologies have shown significant potential in improving educational outcomes, offering immersive, interactive, and engaging learning experiences. Preliminary feedback indicates enhanced comprehension of complex hydrological concepts and increased motivation among students. Despite these advancements, challenges such as technological accessibility, cost, and scalability need to be addressed to broaden the impact of these platforms. The integration of VR, AI, and gaming into hydroinformatics education not only fosters a deeper understanding of water-related challenges but also prepares students and professionals to tackle these issues with innovative solutions. Future work will focus on expanding these technologies to more diverse educational contexts, improving their accessibility, and evaluating their long-term impact on learning outcomes, highlighting the necessity to adapt and evolve educational methodologies to meet modern challenges in hydroinformatics and water management.