TY - GEN
T1 - XR Immersion for teaching and learning with precise visualization in user perspective
AU - Jayaraj, Lionel
AU - Reeve, Carlton
N1 - Publisher Copyright:
© 2024 Owner/Author. gold oa
PY - 2024/4/24
Y1 - 2024/4/24
N2 - User Perspective Learning is a method that stresses the importance of teaching and learning from the user's point of view (POV). A video is usually created from the user's point of view to be viewed on desktop displays, televisions, and mobile devices. Traditional displays could be replaced by Extended Reality (XR) applications and devices in the not-too-distant future. XR is an inclusive term for VR, AR and MR. Teaching learners with the freedom to view and interact can be made much more effective by using this technology. With the help of XR technology, learners can be tracked as they practice, augment Computer-Generated Imagery (CGI) in real-time, or completely teleport to a digital environment. Over the years, handheld device processing advancements have resulted in significant improvements in portable XR technologies. Modern multi-core processors are capable of handling complex computations in a fraction of a second. The adaptation of XR technologies to mobile smart phones has made them more accessible in addition to standalone devices. Our study is aimed at discovering the potential of XR in user-perspective learning and its effect of immersion. An XR application was created for the experiment, which allows participants to navigate in a virtualized environment (VE) with a great degree of freedom. Users can opt for either handheld or head-mounted viewing through the application. By tracking the orientation of practice models, CGI was augmented accurately matching to the model's dimensions and provided a grabbing and learning experience. This provided a precise visualization. A pilot study was conducted with 71 university students 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 a method that stresses the importance of teaching and learning from the user's point of view (POV). A video is usually created from the user's point of view to be viewed on desktop displays, televisions, and mobile devices. Traditional displays could be replaced by Extended Reality (XR) applications and devices in the not-too-distant future. XR is an inclusive term for VR, AR and MR. Teaching learners with the freedom to view and interact can be made much more effective by using this technology. With the help of XR technology, learners can be tracked as they practice, augment Computer-Generated Imagery (CGI) in real-time, or completely teleport to a digital environment. Over the years, handheld device processing advancements have resulted in significant improvements in portable XR technologies. Modern multi-core processors are capable of handling complex computations in a fraction of a second. The adaptation of XR technologies to mobile smart phones has made them more accessible in addition to standalone devices. Our study is aimed at discovering the potential of XR in user-perspective learning and its effect of immersion. An XR application was created for the experiment, which allows participants to navigate in a virtualized environment (VE) with a great degree of freedom. Users can opt for either handheld or head-mounted viewing through the application. By tracking the orientation of practice models, CGI was augmented accurately matching to the model's dimensions and provided a grabbing and learning experience. This provided a precise visualization. A pilot study was conducted with 71 university students 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/85200860909
U2 - 10.1145/3669947.3669956
DO - 10.1145/3669947.3669956
M3 - Conference contribution
AN - SCOPUS:85200860909
T3 - 2024 5th International Conference on Education Development and Studies
SP - 1
EP - 13
BT - ICEDS 2024 - 2024 5th International Conference on Education Development and Studies
PB - Association for Computing Machinery
T2 - 5th International Conference on Education Development and Studies, ICEDS 2024
Y2 - 24 April 2024 through 26 April 2024
ER -