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.
|Title of host publication||Intelligent Human Computer Interaction - 12th International Conference, IHCI 2020, Proceedings|
|Editors||Madhusudan Singh, Dae-Ki Kang, Jong-Ha Lee, Uma Shanker Tiwary, Dhananjay Singh, Wan-Young Chung|
|Publisher||Springer Science and Business Media Deutschland GmbH|
|Number of pages||5|
|Publication status||Published - 2021|
|Event||12th International Conference on Intelligent Human Computer Interaction, IHCI 2020 - Daegu, Korea, Republic of|
Duration: 2020 Nov 24 → 2020 Nov 26
|Name||Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)|
|Conference||12th International Conference on Intelligent Human Computer Interaction, IHCI 2020|
|Country/Territory||Korea, Republic of|
|Period||20/11/24 → 20/11/26|
Bibliographical noteFunding 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).
© 2021, Springer Nature Switzerland AG.
- Educational effect
- Immersive 3D VR environment
- On-line learning
- User experience
- Video based tele-conferencing
ASJC Scopus subject areas
- Theoretical Computer Science
- Computer Science(all)