TY - GEN
T1 - XR immersion for teaching and learning with precise alignment guidance in user perspective
AU - Jayaraj, Lionel
AU - Reeve, Carlton
N1 - Publisher Copyright:
© 2024 Owner/Author. gold oa
PY - 2024/9/6
Y1 - 2024/9/6
N2 - User Perspective Learning is an approach that focuses on learning by getting taught from the user's point of view (POV). Activities are generally captured from the user's perspective and compiled into a video that can be viewed on desktop displays, televisions, and mobile devices. Extended Reality (XR) applications and devices have the potential to replace traditional displays in the near future. This technology can provide a very effective way to teach learners with the freedom to view and interact. XR technology is capable of tracking moving practice models and augmenting Computer-Generated Imagery (CGI) in real-time or completely teleport the learners in a digital environment. The advancements in handheld device processing have led to significant improvements in these portable XR technologies over the years. Complex computations can be handled in a fraction of a second by modern multi-core processors. In addition to standalone devices, XR technologies have been adapted to work with mobile devices (i.e., smart phones), making them more accessible. The purpose of this research is to explore the potential of XR for user perspective learning and its impact on immersion. An XR application was developed for the experiment, providing participants with a high degree of freedom to navigate in a virtualized environment (VE). The application allows for both handheld and head-mount viewing, for the users to choose their preference. By tracking the orientation of practice models, participants are guided, and task precision is enhanced. A pilot study was conducted with Games Art and Tech students from the university to evaluate the degree of immersion. To study the immersion levels of XR technology, a statistical analysis was conducted on the collected data.
AB - User Perspective Learning is an approach that focuses on learning by getting taught from the user's point of view (POV). Activities are generally captured from the user's perspective and compiled into a video that can be viewed on desktop displays, televisions, and mobile devices. Extended Reality (XR) applications and devices have the potential to replace traditional displays in the near future. This technology can provide a very effective way to teach learners with the freedom to view and interact. XR technology is capable of tracking moving practice models and augmenting Computer-Generated Imagery (CGI) in real-time or completely teleport the learners in a digital environment. The advancements in handheld device processing have led to significant improvements in these portable XR technologies over the years. Complex computations can be handled in a fraction of a second by modern multi-core processors. In addition to standalone devices, XR technologies have been adapted to work with mobile devices (i.e., smart phones), making them more accessible. The purpose of this research is to explore the potential of XR for user perspective learning and its impact on immersion. An XR application was developed for the experiment, providing participants with a high degree of freedom to navigate in a virtualized environment (VE). The application allows for both handheld and head-mount viewing, for the users to choose their preference. By tracking the orientation of practice models, participants are guided, and task precision is enhanced. A pilot study was conducted with Games Art and Tech students from the university to evaluate the degree of immersion. To study the immersion levels of XR technology, a statistical analysis was conducted on the collected data.
KW - Augmented Reality
KW - Extended Reality
KW - Games Development
KW - Immersion
KW - Teaching and Learning
KW - Virtual Reality
KW - Visualization
UR - https://www.scopus.com/pages/publications/85204455579
U2 - 10.1145/3670013.3670079
DO - 10.1145/3670013.3670079
M3 - Conference contribution
AN - SCOPUS:85204455579
T3 - Proceedings of the 2024 15th International Conference on E-Education, E-Business, E-Management and E-Learning
SP - 450
EP - 462
BT - IC4E 2024 - 2024 15th International Conference on E-Education, E-Business, E-Management and E-Learning
PB - Association for Computing Machinery
T2 - 15th International Conference on E-Education, E-Business, E-Management and E-Learning, IC4E 2024
Y2 - 18 March 2024 through 21 March 2024
ER -