Abstract
Networked virtual reality is gaining recognition as a way to conduct remote classes or meetings when in-person meetings are difficult or risky. This chapter summarizes our ongoing work to develop and assess VR techniques for remote education. We first present two case studies of remote teaching in VR: a classroom-embedded virtual field trip of an energy center guided by a remote teacher, and a remote university class conducted for several weeks in a social VR tool. We then summarize our ongoing research to enhance remote educational VR interfaces using enhanced sensing, for example, to visualize or detect student attention based on eye-tracked gaze. Finally, we identify several practical considerations that will need to be addressed for the long-term success of educational deployments of virtual reality. This can help educators, researchers, and VR developers make informed decisions about how to best use VR technology for designing and deploying educational VR in everyday contexts such as schools and homes.
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Acknowledgements
We would like to thank the co-authors of cited work presented in this chapter, who have also provided pictures, tables, and other information: David Broussard, Jason Woodworth, Andrew Yoshimura, Adil Khokhar, Yitoshee Rahman, Ekram Hossain, Sarker Asish, and Ethan Bruce. We are also grateful to collaborators of our earlier related work, and to school and community personnel who supported deployment of Kvasir-VR to Lafayette classrooms and to the Chattanooga Public Library. This material is based upon work supported by the National Science Foundation under Grants No. 1451833 and 1815976, grants from the Mozilla Gigabit Community Fund, US Ignite Application Development Awards, and by the Louisiana Board of Regents under contracts No. LEQSF(2015–16)-ENH-TR-30 and LEQSF(2019-20)-ENH-DE-22.
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Appendix
Preliminary results from two ongoing studies are presented here, in support of Sects. 3.1 (Attention Restoration Cues) and 3.3 (Gaze-responsive Presentation).
Figure 17 summarizes performance of 9 attention restoration cues and a no-cue baseline. 65 subjects in a virtual oil rig looked at numbered barrels in sequential order. Distraction spheres appeared in a randomized manner, requiring the subject to glance at the spheres and then return to the barrel task. Visual restoration cues appeared during the distraction. Two conditions, wide and narrow, had the barrels spaced out by different distances. The figure shows the time taken for subjects to look back at the barrel from which they were distracted. A notable result, besides showing the relative performance of cues, is that it differs substantially from prior studies, which focused on guidance to new targets rather than attention restoration. A likely cause is the subjects’ memory of the prior attention target. Statistical analysis, and analysis of other metrics, is ongoing.
Figure 18 summarizes ratings given by 37 subjects who viewed the three possible pedagogical agent behaviors during pre-recorded student distractions (Khokhar and Borst 2022). The subjects used a VR headset to watch the student and agent, with an “over-the-shoulder” view behind the student. Three different distraction events were viewed, each with three possible agent behaviors. For each of the resulting 9 combinations, subjects ranked behavior appropriateness, naturalness, and strangeness. Per subject, ratings were averaged across the three events, giving one score per behavior per subject. Preliminary analysis results were that ratings of behavior appropriateness were significantly different between all three behavior pairs. Also, the respond behavior differed significantly from continue and pause in ratings of naturalness and strangeness. Other experiment phases considered reviews of longer presentation sequences and of first-person experiences with the subjects as students. There was some evidence of a respond behavior benefit in each phase.
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Borst, C.W., Kulshreshth, A.K. (2023). Networked Virtual Reality and Enhanced Sensing for Remote Classes and Presentations. In: Simeone, A., Weyers, B., Bialkova, S., Lindeman, R.W. (eds) Everyday Virtual and Augmented Reality. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-05804-2_6
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