
Open access
Autor(in)
Alle anzeigen
Datum
2021Typ
- Conference Paper
ETH Bibliographie
yes
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Abstract
Virtual Reality (VR) enables new ways of learning by providing an interactive environment to learn through failure and by allowing new interaction methods engaging the users' bodies. Literature from productive failure and embodied cognition shows that these two aspects are particularly important for mathematics education. However, very little research has been looking into how to input mathematical expressions in VR. This gap impairs the learning process as it prevents the learners from connecting the VR mathematical objects with their formal representations. In this paper, we bridge this gap by presenting two interaction techniques for mathematics input in VR: a Keyboard-like method and a Drag-and-drop method. We report the results of our quantitative user study in terms of usability, ease of learning, low overhead, task load, and motion sickness. Mehr anzeigen
Persistenter Link
https://doi.org/10.3929/ethz-b-000514560Publikationsstatus
publishedExterne Links
Buchtitel
ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual EnvironmentsVerlag
Eurographics AssociationKonferenz
Thema
Human centered computing; Interaction techniques; Empirical studies in HCI; User studies; Text input; Virtual realityOrganisationseinheit
09590 - Kapur, Manu / Kapur, Manu
08698 - Game Technology Center (GTC)
03420 - Gross, Markus / Gross, Markus
Anmerkungen
Presentation held on September 8, 2021ETH Bibliographie
yes
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