TY - GEN
T1 - Interchanging the Mode of Display Between Desktop and Immersive Headset for Effective and Usable On-line Learning
AU - Ryu, Jiwon
AU - Kim, Gerard
N1 - Funding Information:
Acknowledgement. This research was supported by the MSIT (Ministry of Science and ICT), Korea, under the ITRC (Information Technology Research Center) support program (IITP2020-2016-0-00312) supervised by the IITP (Institute for Information & communications Technology Planning & Evaluation).
Publisher Copyright:
© 2021, Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - In this new era of “untact”, the on-line solutions for social gatherings and meetings have become important more than ever. In particular, immersive 3D VR based environments have emerged as a possible alternative to the video based tele-conferencing solutions for their potential improved learning effects. However, the usability issues stand in its way for it to be fully spread and utilized by the mass. In this poster, we study for another alternative, the mixed usage of desktop (or equally 2D video tele-conferencing) and immersive modes as necessary. The desktop mode is convenient for the user and allows the usual interaction in the most familiar way (e.g. note taking), while the immersive mode offers a more direct contact and interplay among the teacher and other learners. We conducted a pilot experiment comparing the user experience among the three modes: (1) desktop, (2) I3D VR/HMD and (3) mixed. For the mixed mode, we designed a flexible fixture for conveniently wearing/donning the head-set and switch between the desktop and I3D mode quickly. Partici- pants much preferred the mixed mode usage due to the aforementioned ad- vantages of bringing the bests of both worlds.
AB - In this new era of “untact”, the on-line solutions for social gatherings and meetings have become important more than ever. In particular, immersive 3D VR based environments have emerged as a possible alternative to the video based tele-conferencing solutions for their potential improved learning effects. However, the usability issues stand in its way for it to be fully spread and utilized by the mass. In this poster, we study for another alternative, the mixed usage of desktop (or equally 2D video tele-conferencing) and immersive modes as necessary. The desktop mode is convenient for the user and allows the usual interaction in the most familiar way (e.g. note taking), while the immersive mode offers a more direct contact and interplay among the teacher and other learners. We conducted a pilot experiment comparing the user experience among the three modes: (1) desktop, (2) I3D VR/HMD and (3) mixed. For the mixed mode, we designed a flexible fixture for conveniently wearing/donning the head-set and switch between the desktop and I3D mode quickly. Partici- pants much preferred the mixed mode usage due to the aforementioned ad- vantages of bringing the bests of both worlds.
KW - Educational effect
KW - Immersive 3D VR environment
KW - On-line learning
KW - User experience
KW - Video based tele-conferencing
UR - http://www.scopus.com/inward/record.url?scp=85102303270&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-68449-5_22
DO - 10.1007/978-3-030-68449-5_22
M3 - Conference contribution
AN - SCOPUS:85102303270
SN - 9783030684488
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 218
EP - 222
BT - Intelligent Human Computer Interaction - 12th International Conference, IHCI 2020, Proceedings
A2 - Singh, Madhusudan
A2 - Kang, Dae-Ki
A2 - Lee, Jong-Ha
A2 - Tiwary, Uma Shanker
A2 - Singh, Dhananjay
A2 - Chung, Wan-Young
PB - Springer Science and Business Media Deutschland GmbH
T2 - 12th International Conference on Intelligent Human Computer Interaction, IHCI 2020
Y2 - 24 November 2020 through 26 November 2020
ER -