Mathematics Input for Educational Applications in Virtual Reality
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Author / Producer
Date
2021
Publication Type
Conference Paper
ETH Bibliography
yes
Citations
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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.
Permanent link
Publication status
published
External links
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
03420 - Gross, Markus / Gross, Markus
08698 - Game Technology Center (GTC)
Notes
Presentation held on September 8, 2021