Exploiting object-of-interest information to understand attention in VR classrooms

Efe Bozki, Philipp Stark, Hong Gao, Lisa Hasenbein, Jens Uwe Hahn, Enkelejda Kasneci, Richard Gollner

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

41 Scopus citations

Abstract

Recent developments in computer graphics and hardware technology enable easy access to virtual reality headsets along with integrated eye trackers, leading to mass usage of such devices. The immersive experience provided by virtual reality and the possibility to control environmental factors in virtual setups may soon help to create realistic digital alternatives to conventional classrooms. The importance of such settings has become especially evident during the COVID-19 pandemic, forcing many schools and universities to provide the digital teaching. Researchers foresee that such transformations will continue in the future with virtual worlds becoming an integral part of education. Until now, however, students' behaviors in immersive virtual environments have not been investigated in depth. In this work, we study students' attention by exploiting object-of-interests using eye tracking in different classroom manipulations. More specifically, we varied sitting positions of students, visualization styles of virtual avatars, and hand-raising percentages of peer-learners. Our empirical evidence shows that such manipulations play an important role in students' attention towards virtual peer-learners, instructors, and lecture material. This research may contribute to understanding of how visual attention relates to social dynamics in the virtual classroom, including significant considerations for the design of virtual learning spaces.

Original languageEnglish
Title of host publicationProceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages597-605
Number of pages9
ISBN (Electronic)9780738125565
DOIs
StatePublished - Mar 2021
Externally publishedYes
Event28th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021 - Virtual, Lisboa, Portugal
Duration: 27 Mar 20213 Apr 2021

Publication series

NameProceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021

Conference

Conference28th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021
Country/TerritoryPortugal
CityVirtual, Lisboa
Period27/03/213/04/21

Keywords

  • Applied computing-Education-Computer -assisted instruction
  • Applied computing-Education-Interactive learning environments
  • Computing methodologies-Computer graphics-Graphics systems and interfaces-Virtual reality
  • Human-centered computing-Human computer interaction (HCI)-Empirical studies in HCI

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