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Evaluation of Headset-based Viewing and Desktop-based Viewing of Remote Lectures in a Social VR Platform

Published: 01 November 2020 Publication History

Abstract

We study experiences of students attending classes remotely from home using a social VR platform, considering both desktop-based and headset-based viewing of remote lectures. Ratings varied widely. Headset viewing produced higher presence overall. Strong negative correlations between headset simulator sickness symptoms and overall experience ratings, and some other ratings, suggest that the headset experience was much better for comfortable users than for others. Reduced sickness symptoms, and no similar correlations, were found for desktop viewing. Desktop viewing appears to be a good alternative for students not comfortable with headsets. Future VR systems are expected to provide more stable and comfortable visuals, providing benefits to more users.

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Cited By

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  • (2024)CollabXR: Bridging Realities in Collaborative Workspaces with Dynamic Plugin and Collaborative Tools Integration2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00089(454-457)Online publication date: 16-Mar-2024
  • (2023)ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality HeadsetsProceedings of the ACM on Human-Computer Interaction10.1145/36042797:MHCI(1-27)Online publication date: 13-Sep-2023
  • (2023)Being Social in VR Meetings: A Landscape Analysis of Current ToolsProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595959(1789-1809)Online publication date: 10-Jul-2023
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Information & Contributors

Information

Published In

cover image ACM Conferences
VRST '20: Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology
November 2020
429 pages
ISBN:9781450376198
DOI:10.1145/3385956
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 November 2020

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Author Tags

  1. COVID-19
  2. Mozilla Hubs
  3. SARS-CoV-2
  4. distance learning
  5. educational VR
  6. remote instruction
  7. teleconferencing
  8. virtual reality

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  • Abstract
  • Research
  • Refereed limited

Funding Sources

  • Louisiana Board of Regents Support Fund
  • National Science Foundation

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VRST '20

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2024)CollabXR: Bridging Realities in Collaborative Workspaces with Dynamic Plugin and Collaborative Tools Integration2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00089(454-457)Online publication date: 16-Mar-2024
  • (2023)ViGather: Inclusive Virtual Conferencing with a Joint Experience Across Traditional Screen Devices and Mixed Reality HeadsetsProceedings of the ACM on Human-Computer Interaction10.1145/36042797:MHCI(1-27)Online publication date: 13-Sep-2023
  • (2023)Being Social in VR Meetings: A Landscape Analysis of Current ToolsProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3595959(1789-1809)Online publication date: 10-Jul-2023
  • (2023)Planet Anima: a virtual graduation experience in the metaverseDigital Creativity10.1080/14626268.2023.225475034:3(248-263)Online publication date: 5-Sep-2023
  • (2023)Easily applicable social virtual reality and social presence in online higher education during the covid-19 pandemic: A qualitative studyComputers & Education: X Reality10.1016/j.cexr.2023.1000242(100024)Online publication date: 2023
  • (2021)A Study of Class Meetings in VR: Student Experiences of Attending Lectures and of Giving a Project PresentationFrontiers in Virtual Reality10.3389/frvir.2021.6486192Online publication date: 31-May-2021
  • (2021)Exploring User Experience and Design Opportunities of Desktop Social Virtual Reality for Group Learning ActivitiesProceedings of the Ninth International Symposium of Chinese CHI10.1145/3490355.3490367(105-111)Online publication date: 16-Oct-2021
  • (2021)The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platformsBehaviour & Information Technology10.1080/0144929X.2021.195701740:12(1237-1249)Online publication date: 30-Jul-2021

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