Agnese Serafino
Improving training and learning methods in extended reality: user attention in the learning environments.
Rel. Andrea Bottino, Francesco Strada. Politecnico di Torino, Corso di laurea magistrale in Ingegneria Informatica (Computer Engineering), 2024
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Abstract: |
Technologies made for supporting learning are advancing very rapidly, especially applications that use virtual reality (VR) and augmented reality (AR): some meaningful examples are pilots training, tutoring of novice medical students in the operating room and firefighters’ preparation. These innovative tools make the learning process more engaging and interactive, making it possible for people to dive into environments which are not always easily accessible. The goal of this thesis is to study and improve applications that use procedural learning with VR/AR headsets, focusing especially on the user attention for optimizing the user experience and enhancing the level of assimilated knowledge. However, sometimes the prolonged exposition to these complex virtual environments could induce the user to lose focus and lead to cognitive overload, with the risk of compromising the learning effects and making this goal unattainable. Starting from the examination of the existing literature and theoretical research, the aim of this thesis is to improve the current VR/AR applications that use procedural learning and reduce the factors that could induce excessive mental effort. To do so I developed a Unity library aimed at implementing and enriching of the techniques identified during the research. In particular, I implemented a method to verify in real-time that the user’s focus is at the explanation in progress, with the possibility of guiding them towards the object of interest if they become distracted. This is obtained through a directional arrow that points toward the target object that is also highlighted by other UI components. The testing phase of this project will be carried out with a sample of thirty people divided into two clusters of fifteen people each: the first group will conduct the experience without the integration of the user attention functionalities, while the second one will have the full experience with no limitations. The testing scenario has been chosen carefully to minimize the possibility of distractions due to the complexity of the tasks or the environment. The aim of this thesis is to assess if, and in which measure, the usage of these techniques can enhance learning-oriented applications. This work has been carried out using Oculus Quest 2, but the proposed solutions can be also integrated in augmented reality applications using, for example, the Hololens2 headset. |
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Relatori: | Andrea Bottino, Francesco Strada |
Anno accademico: | 2024/25 |
Tipo di pubblicazione: | Elettronica |
Numero di pagine: | 75 |
Soggetti: | |
Corso di laurea: | Corso di laurea magistrale in Ingegneria Informatica (Computer Engineering) |
Classe di laurea: | Nuovo ordinamento > Laurea magistrale > LM-32 - INGEGNERIA INFORMATICA |
Aziende collaboratrici: | NON SPECIFICATO |
URI: | http://webthesis.biblio.polito.it/id/eprint/33802 |
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