Mathematics Input for Educational Applications in Virtual Reality


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Date

2021

Publication Type

Conference Paper

ETH Bibliography

yes

Citations

Altmetric

Data

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.

Publication status

published

Book title

ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments

Journal / series

Volume

Pages / Article No.

Publisher

Eurographics Association

Event

31th International Conference on Artificial Reality and Telexistence and the 26th Eurographics Symposium on Virtual Environments (ICAT-EGVE 2021)

Edition / version

Methods

Software

Geographic location

Date collected

Date created

Subject

Human centered computing; Interaction techniques; Empirical studies in HCI; User studies; Text input; Virtual reality

Organisational unit

09590 - Kapur, Manu / Kapur, Manu check_circle
03420 - Gross, Markus / Gross, Markus check_circle
08698 - Game Technology Center (GTC)

Notes

Presentation held on September 8, 2021

Funding

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