2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020
DOI: 10.1109/vrw50115.2020.00090
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Exploring Pupillometry as a Method to Evaluate Reading Comprehension in VR-based Educational Comics

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Cited by 6 publications
(4 citation statements)
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“…97 Variation in pupil size was used to evaluate the students' comprehension of a comic book related to immunology in the VR environment. 98 The authors reported no significant correlation between pupil size and students learning of the comic book in VR. The study alludes that the sensitivity of physiologically obtained metrics also depends on the nature of the task and should be used cautiously, especially when applying across domains.…”
Section: Guidelines For Development Andmentioning
confidence: 93%
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“…97 Variation in pupil size was used to evaluate the students' comprehension of a comic book related to immunology in the VR environment. 98 The authors reported no significant correlation between pupil size and students learning of the comic book in VR. The study alludes that the sensitivity of physiologically obtained metrics also depends on the nature of the task and should be used cautiously, especially when applying across domains.…”
Section: Guidelines For Development Andmentioning
confidence: 93%
“…The students’ attention allocation in VR can be used to provide real-time cues in case the student has missed an important piece of information . Variation in pupil size was used to evaluate the students’ comprehension of a comic book related to immunology in the VR environment . The authors reported no significant correlation between pupil size and students learning of the comic book in VR.…”
Section: Guidelines For Development and Deployment Of Vrmentioning
confidence: 99%
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“…In the educational environment of (Khokhar et al, 2019) the knowledge about inattentive students is provided to a pedagogical agent. Sakamoto et al (2020) tested pupil metrics for their eligibility to gain information about the comprehension of people. They recorded gaze behavior during a learning task in VR and compared this to the subjective comprehension ratings of subjects.…”
Section: Virtual Classroomsmentioning
confidence: 99%