skip to main content
10.1145/3357251.3357590acmotherconferencesArticle/Chapter ViewAbstractPublication PagessuiConference Proceedingsconference-collections
research-article

LIVE: the Human Role in Learning in Immersive Virtual Environments

Published: 19 October 2019 Publication History

Abstract

This work studies the role of a human instructor within an immersive VR lesson. Our system allows the instructor to perform “contact teaching” by demonstrating concepts through interaction with the environment, and the student to experiment with interaction prompts. We conducted a between-subjects user study with two groups of students: one experienced the VR lesson while immersed together with an instructor; the other experienced the same contents demonstrated through animation sequences simulating the actions that the instructor would take. Results show that the Two-User version received significantly higher scores than the Single-User version in terms of overall preference, clarity, and helpfulness of the explanations. When immersed together with an instructor, users were more inclined to engage and progress further with the interaction prompts, than when the instructor was absent. Based on the analysis of videos and interviews, we identified design recommendations for future immersive VR educational experiences.

Supplementary Material

MP4 File (a5-simeone.mp4)

References

[1]
8i. 2017. Buzz Aldrin: Cycling Pathways to Mars. Retrieved 18/08/2019 from https://store.steampowered.com/app/608000/Buzz_Aldrin_Cycling_Pathways_to_Mars/
[2]
Jeremy N. Bailenson, Andrew C. Beall, Jack Loomis, Jim Blascovich, and Matthew Turk. 2005. Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments. Human Communication Research 31, 4 (Oct. 2005), 511–537. https://doi.org/10.1111/j.1468-2958.2005.tb00881.x 00138.
[3]
Jeremy N. Bailenson, Nick Yee, Jim Blascovich, Andrew C. Beall, Nicole Lundblad, and Michael Jin. 2008. The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context. Journal of the Learning Sciences 17, 1 (Feb. 2008), 102–141. https://doi.org/10.1080/10508400701793141
[4]
Jeffrey Bertrand, Ayush Bhargava, Kapil Chalil Madathil, Anand Gramopadhye, and Sabarish V. Babu. 2017. The effects of presentation method and simulation fidelity on psychomotor education in a bimanual metrology training simulation. In 2017 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, Los Angeles, CA, USA, 59–68. https://doi.org/10.1109/3DUI.2017.7893318
[5]
Christoph W. Borst, Nicholas G. Lipari, and Jason W. Woodworth. 2018. Teacher-Guided Educational VR: Assessment of live and prerecorded teachers guiding virtual field trips. In IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 467–474. https://doi.org/10.1109/VR.2018.8448286
[6]
Jerome Seymour Bruner. 1966. Toward a theory of instruction. Vol. 59. Harvard University Press, Cambridge, MA, US.
[7]
Chwen Jen Chen. 2006. The design, development and evaluation of a virtual reality based learning environment. Australasian Journal of Educational Technology 22, 1 (April 2006), 39–63. https://doi.org/10.14742/ajet.1306
[8]
Yi-Ting Chen, Chi-Hsuan Hsu, Chih-Han Chung, Yu-Shuen Wang, and Sabarish V. Babu. 2019. iVRNote: Design, Creation and Evaluation of an Interactive Note-Taking Interface for Study and Reflection in VR Learning Environments. In IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE.
[9]
Alan Cheng, Lei Yang, and Erik Andersen. 2017. Teaching Language and Culture with a Virtual Reality Game. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI ’17. ACM Press, Denver, Colorado, USA, 541–549. https://doi.org/10.1145/3025453.3025857
[10]
Raimund Dachselt and Anett Hübner. 2007. Three-dimensional menus: A survey and taxonomy. Computers & Graphics 31, 1 (Jan. 2007), 53–65. https://doi.org/10.1016/j.cag.2006.09.006
[11]
Barney Dalgarno and Mark J. W. Lee. 2010. What are the learning affordances of 3-D virtual environments?British Journal of Educational Technology 41, 1 (Jan. 2010), 10–32. https://doi.org/10.1111/j.1467-8535.2009.01038.x
[12]
Andrea De Lucia, Rita Francese, Ignazio Passero, and Genoveffa Tortora. 2009. Development and evaluation of a virtual campus on Second Life: The case of SecondDMI. Computers & Education 52, 1 (Jan. 2009), 220–233. https://doi.org/10.1016/j.compedu.2008.08.001
[13]
Kevin Doherty and Gavin Doherty. 2018. Engagement in HCI: conception, theory and measurement. ACM Computing Surveys (CSUR) 51, 5 (2018), 99.
[14]
Evobooks. 2017. Edmersiv. Retrieved 18/08/2019 from https://store.steampowered.com/app/542170/Edmersiv/
[15]
Chris Fowler. 2015. Virtual reality and learning: Where is the pedagogy?: Learning activities in 3-D virtual worlds. British Journal of Educational Technology 46, 2 (March 2015), 412–422. https://doi.org/10.1111/bjet.12135
[16]
Laura Freina and Michela Ott. 2015. A literature review on immersive virtual reality in education: state of the art and perspectives. In The International Scientific Conference eLearning and Software for Education, Vol. 1. “Carol I” National Defence University, 133.
[17]
Paula Hodgson, Vivian W.Y. Lee, Johnson C.S. Chan, Agnes Fong, Cindi S.Y. Tang, Leo Chan, and Cathy Wong. 2019. Immersive Virtual Reality (IVR) in Higher Education: Development and Implementation. In Augmented Reality and Virtual Reality. Springer, 161–173.
[18]
Immersive VR Education. 2017. Engage. Retrieved 18/08/2019 from https://store.steampowered.com/app/449130/ENGAGE/
[19]
Randolph L. Jackson and Eileen Fagan. 2000. Collaboration and learning within immersive virtual reality. In Proceedings of the third international conference on Collaborative virtual environments - CVE ’00. ACM Press, San Francisco, California, United States, 83–92. https://doi.org/10.1145/351006.351018
[20]
Jacek Jankowski, Krystian Samp, Izabela Irzynska, Marek Jozwowicz, and Stefan Decker. 2010. Integrating text with video and 3D graphics: documenting patient encounter during trauma resuscitation. In Proceedings of the 28th international conference on Human factors in computing systems - CHI ’10. ACM Press, Atlanta, Georgia, USA, 1321. https://doi.org/10.1145/1753326.1753524 00000.
[21]
Fengfeng Ke, Sungwoong Lee, and Xinhao Xu. 2016. Teaching training in a mixed-reality integrated learning environment. Computers in Human Behavior 62 (2016), 212–220.
[22]
David A. Kolb. 2014. Experiential learning: Experience as the source of learning and development. FT press.
[23]
Joseph J. LaViola Jr, Ernst Kruijff, Ryan P. McMahan, Doug Bowman, and Ivan P. Poupyrev. 2017. 3D user interfaces: theory and practice. Addison-Wesley Professional.
[24]
Meng-Yun Liao, Ching-Ying Sung, Hao-Chuan Wang, and Wen-Chieh Lin. 2019. Virtual Classmates: Embodying Historical Learners’ Messages as Learning Companions in a VR Classroom through Comment Mapping. In Proceedings of IEEE Virtual Reality. IEEE.
[25]
Daniel Livingstone, Jeremy Kemp, and Edmund Edgar. 2008. From multi-user virtual environment to 3D virtual learning environment. ALT-J 16, 3 (2008), 139–150.
[26]
David Lobser, Ken Perlin, Lily Fang, and Christopher Romero. 2017. FLOCK: a location-based, multi-user VR experience. In ACM SIGGRAPH 2017 VR Village. ACM, 6.
[27]
David Matthew Markowitz, Rob Laha, Brian P. Perone, Roy D. Pea, and Jeremy N. Bailenson. 2018. Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change. Frontiers in Psychology 9 (2018), 2364.
[28]
Joshua McVeigh-Schultz, Elena Márquez Segura, Nick Merrill, and Katherine Isbister. 2018. What’s It Mean to ”Be Social” in VR?: Mapping the Social VR Design Ecology. In Proceedings of the 19th International ACM SIGACCESS Conference on Computers and Accessibility - DIS ’18. ACM Press, Hong Kong, China, 289–294. https://doi.org/10.1145/3197391.3205451 00000.
[29]
Zahira Merchant, Ernest T. Goetz, Lauren Cifuentes, Wendy Keeney-Kennicutt, and Trina J. Davis. 2014. Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education 70 (Jan. 2014), 29–40. https://doi.org/10.1016/j.compedu.2013.07.033
[30]
Tassos A. Mikropoulos and Antonis Natsis. 2011. Educational virtual environments: A ten-year review of empirical research (1999-2009). Computers & Education 56, 3 (April 2011), 769–780. https://doi.org/10.1016/j.compedu.2010.10.020
[31]
Antonis Natsis, Ioannis Vrellis, Nikiforos M. Papachristos, and Tassos A. Mikropoulos. 2012. Technological Factors, User Characteristics and Didactic Strategies in Educational Virtual Environments. In 2012 IEEE 12th International Conference on Advanced Learning Technologies. IEEE, Rome, Italy, 531–535. https://doi.org/10.1109/ICALT.2012.67
[32]
David Passig, David Tzuriel, and Ganit Eshel-Kedmi. 2016. Improving children’s cognitive modifiability by dynamic assessment in 3D Immersive Virtual Reality environments. Computers & Education 95 (April 2016), 296–308. https://doi.org/10.1016/j.compedu.2016.01.009
[33]
Randy Pausch, Tommy Burnette, Dan Brockway, and Michael E. Weiblen. 1995. Navigation and locomotion in virtual worlds via flight into hand-held miniatures. In Proceedings of the 22nd annual conference on Computer graphics and interactive techniques - SIGGRAPH ’95. ACM Press, Not Known, 399–400. https://doi.org/10.1145/218380.218495
[34]
Ivan Poupyrev, Mark Billinghurst, Suzanne Weghorst, and Tadao Ichikawa. 1996. The go-go interaction technique: non-linear mapping for direct manipulation in VR. In Proceedings of the 9th annual ACM symposium on User interface software and technology - UIST ’96. ACM Press, Seattle, Washington, United States, 79–80. https://doi.org/10.1145/237091.237102
[35]
Albert A. Rizzo, Todd Bowerly, J. Galen Buckwalter, Dean Klimchuk, Roman Mitura, and Thomas D. Parsons. 2006. A Virtual Reality Scenario for All Seasons: The Virtual Classroom. CNS Spectrums 11, 01 (Jan. 2006), 35–44. https://doi.org/10.1017/S1092852900024196
[36]
Maria Roussou. 2004. Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. Computers in Entertainment 2, 1 (Jan. 2004), 10. https://doi.org/10.1145/973801.973818
[37]
The Body VR LLC.2017. The Body VR: Journey Inside a Cell. Retrieved 18/08/2019 from https://store.steampowered.com/app/451980/The_Body_VR_Journey_Inside_a_Cell/
[38]
Maciej Tomczak and Ewa Tomczak. 2014. The need to report effect size estimates revisited.Trends in Sport Sciences 21, 1 (2014).
[39]
Virtual Human Interaction Lab. 2016. The Stanford Ocean Acidification Experience. Retrieved 18/08/2019 from https://store.steampowered.com/app/409020/The_Stanford_Ocean_Acidification_Experience/
[40]
Aditya Vishwanath, Matthew Kam, and Neha Kumar. 2017. Examining Low-Cost Virtual Reality for Learning in Low-Resource Environments. In Proceedings of the 2017 Conference on Designing Interactive Systems - DIS ’17. ACM Press, Edinburgh, United Kingdom, 1277–1281. https://doi.org/10.1145/3064663.3064696
[41]
William Winn. 1993. A conceptual basis for educational applications of virtual reality. Technical Publication R-93-9, Human Interface Technology Laboratory of the Washington Technology Center, Seattle: University of Washington (1993).

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
SUI '19: Symposium on Spatial User Interaction
October 2019
164 pages
ISBN:9781450369756
DOI:10.1145/3357251
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 October 2019

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Educational Virtual Environments
  2. Learning
  3. Virtual Reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

SUI '19
SUI '19: Symposium on Spatial User Interaction
October 19 - 20, 2019
LA, New Orleans, USA

Acceptance Rates

Overall Acceptance Rate 86 of 279 submissions, 31%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)55
  • Downloads (Last 6 weeks)11
Reflects downloads up to 22 Dec 2024

Other Metrics

Citations

Cited By

View all

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media