VR Classroom

XR technologies (AR/MR/VR) have brought human-computer interaction (HCI) to a new era, which has also led to giant strides in the realm of education. Particularly, virtual classrooms have shown great potential to enhance conventional education methods and provide valuable feedback for both learners and teachers. We attempt to further explore the possible applications of virtual classrooms and investigate HCI strategies in this context with our ongoing VR Classroom project.

The VR classroom project aims at an immersive virtual learning environment that allows data tracking in multiple modalities such as eye tracking and hand tracking with the help of corresponding devices and sensors, especially Head Mounted Display (HMD). The collected data provides valuable insights into learners’ and instructors’ behaviors in the virtual environment and enables further analysis. We aim to help both learners and instructors to improve learning and teaching output with our research.


Further reading
  • Efe Bozkir, Philipp Stark, Hong Gao, Lisa Hasenbein, Jens-Uwe Hahn, Enkelejda Kasneci, and Richard Göllner. 2021. Exploiting Object-of-Interest Information to Understand Attention in VR Classrooms. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 597–605. https://doi.org/10.1109/VR50410.2021.00085.
  • Hong Gao, Efe Bozkir, Lisa Hasenbein, Jens-Uwe Hahn, Richard Göllner, and Enkelejda Kasneci. 2021. Digital Transformations of Classrooms in Virtual Reality. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI ’21). ACM, New York, NY, USA, Article 483, 10 pages. https://doi.org/10.1145/3411764.3445596.
  • Hong Gao, Lasse Frommelt, and Enkelejda Kasneci. 2022. The Evaluation of Gait-Free Locomotion Methods with Eye Movement in Virtual Reality. In 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 530–535.
  • Hong Gao, Lisa Hasenbein, Efe Bozkir, Richard Göllner, and Enkelejda Kasneci. 2022. Evaluating the Effects of Virtual Human Animation on Students in an Immersive VR Classroom Using Eye Movements. In 28th ACM Symposium on Virtual Reality Software and Technology. 1–11.
  • Hong Gao, Lisa Hasenbein, Efe Bozkir, Richard Göllner, and Enkelejda Kasneci. 2022. Exploring Gender Differences in Computational Thinking Learning in a VR Classroom: Developing Machine Learning Models Using Eye-Tracking Data and Explaining the Models. International Journal of Artificial Intelligence in Education (2022). https://doi.org/10.1007/s40593-022-00316-z.