ICAT-EGVE2021
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Browsing ICAT-EGVE2021 by Subject "Applied computing"
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Item Deep Learning on Eye Gaze Data to Classify Student Distraction Level in an Educational VR Environment -- Honorable Mention for Best Paper Award(The Eurographics Association, 2021) Asish, Sarker Monojit; Hossain, Ekram; Kulshreshth, Arun K.; Borst, Christoph W.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminEducational VR may increase engagement and retention compared to traditional learning, for some topics or students. However, a student could still get distracted and disengaged due to stress, mind-wandering, unwanted noise, external alerts, etc. Student eye gaze can be useful for detecting distraction. For example, we previously considered gaze visualizations to help teachers understand student attention to better identify or guide distracted students. However, it is not practical for a teacher to monitor a large numbers of student indicators while teaching. To help filter students based on distraction level, we consider a deep learning approach to detect distraction from gaze data. The key aspects are: (1) we created a labeled eye gaze dataset (3.4M data points) from an educational VR environment, (2) we propose an automatic system to gauge a student's distraction level from gaze data, and (3) we apply and compare three deep neural classifiers for this purpose. A proposed CNN-LSTM classifier achieved an accuracy of 89.8% for classifying distraction, per educational activity section, into one of three levels.Item Immersive Volumetric Point Cloud Manipulation for Cultural Heritage(The Eurographics Association, 2021) Drissi, Rafik; Gaugne, Ronan; Nicolas, Théophane; Gouranton, Valérie; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminIn this paper, we present a framework for an immersive and interactive 3D manipulation of volumetric point clouds in virtual reality. The framework was designed to meet the needs of cultural heritage experts such as archaeologists or curators for use on cultural heritage artifacts. We propose a display infrastructure associated with a set of tools that allows users from the cultural heritage domain to interact directly with the point clouds within their study process. The resulting framework allows an immersive navigation, interaction and real time segmentation.Item A Long-Term User Study of an Immersive Exergame for Older Adults with Mild Dementia during the COVID-19 Pandemic(The Eurographics Association, 2021) Kruse, Lucie; Karaosmanoglu, Sukran; Rings, Sebastian; Ellinger, Benedikt; Apken, Daniel; Mangana, Thandiwe Feziwe; Steinicke, Frank; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminOlder adults, which are affected by neurological diseases such as dementia, often suffer from cognitive and motor deficits, and, therefore, require special care and therapy. However, especially during times of a global pandemic, they are a vulnerable highrisk group that has to be kept safe, which limits their possibilities to perform cognitive or motor training, or visit places outside their homes. We developed and evaluated a motor-cognitive exergame using a human-centered design approach, in which the older adults can virtually visit known places in their city of residence in omni-directional 3D-videos using immersive virtual reality (VR) technologies. The player's goal is to take pictures of famous landmarks with a tracked wearable that replicates a physical camera. We evaluated the game during a nine weeks user study with ten older adults with mild forms of dementia in a between-subject design: (i) five players experienced the game twice a week for 15-25 minutes, and (ii) five participants in a control group, who did not play the game. The results suggest that the overall well-being of players improved and that their game performance increased. Cognitive and physical tests indicate that the test group experiencing the game improved more than the control group. All players had positive attitudes towards the game and enjoyed the welcome change.Item Virtual Hippotherapy for the Treatment of Idiopathic Scoliosis(The Eurographics Association, 2021) Rösner, Daniel; Brunnett, Guido; Israel, Steffen; Kaden, Gerd; Kehr, Marko; Kronfeld, Thomas; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminWe present a prototype of an integrated virtual reality (VR) system which is intended to supplement traditional therapeutic practices for the conservative treatment of idiopathic scoliosis. Our solution is inspired by equine-assisted therapy (hippotherapy) and includes a horse riding simulator, therapist GUI as well as a synchronized visualization using either a conventional monitor or a head-mounted display (HMD) as an output device. A proof-of-concept study indicates that the system could constitute a valuable addition to the practice of physical therapy.Item Walking Through Virtual Doors: A Study on the Effects of Virtual Location Changes on Memory(The Eurographics Association, 2021) Watson, Paul; Gaudl, Swen E.; Orlosky, Jason and Reiners, Dirk and Weyers, BenjaminThe spaces we inhabit can shape and influence the way in which we learn or reinforce information. Virtual reality (VR) is a technology that allows us to alter and create designed environments with great freedom over the visual, audio, and narrative elements. This freedom would benefit from further guidelines that detail approaches and implementations to best achieve desired information delivery goals. In this paper we present findings of a study that applies location-based memory strategies to VR environments, with the aim to aid word list recall without the subjects being required to apply any memory strategy themselves. Our findings suggest that VR may interfere with the incidental processing of multiple rooms and potential aid to recall as demonstrated in real world studies.