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Audiencemr: Extending the local space for large-scale audience with mixed reality for enhanced remote lecturer experience

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dc.contributor.authorHan, B.-
dc.contributor.authorKim, G.J.-
dc.date.accessioned2022-03-10T04:41:18Z-
dc.date.available2022-03-10T04:41:18Z-
dc.date.created2022-02-09-
dc.date.issued2021-10-
dc.identifier.issn2076-3417-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/138429-
dc.description.abstractAudienceMR is designed as a multi-user mixed reality space that seamlessly extends the local user space to become a large, shared classroom where some of the audience members are seen seated in a real space, and more members are seen through an extended portal. AudienceMR can provide a sense of the presence of a large-scale crowd/audience with the associated spatial context. In contrast to virtual reality (VR), however, with mixed reality (MR), a lecturer can deliver content or conduct a performance from a real, actual, comfortable, and familiar local space, while interacting directly with real nearby objects, such as a desk, podium, educational props, instruments, and office materials. Such a design will elicit a realistic user experience closer to an actual classroom, which is currently prohibitive owing to the COVID-19 pandemic. This paper validated our hypothesis by conducting a comparative experiment assessing the lecturer’s experience with two independent variables: (1) an online classroom platform type, i.e., a 2D desktop video teleconference, a 2D video screen grid in VR, 3D VR, and AudienceMR, and (2) a student depiction, i.e., a 2D upper-body video screen and a 3D full-body avatar. Our experiment validated that AudienceMR exhibits a level of anxiety and fear of public speaking closer to that of a real classroom situation, and a higher social and spatial presence than 2D video grid-based solutions and even 3D VR. Compared to 3D VR, AudienceMR offers a more natural and easily usable real object-based interaction. Most subjects preferred AudienceMR over the alternatives despite the nuisance of having to wear a video see-through headset. Such qualities will result in information conveyance and an educational efficacy comparable to those of a real classroom, and better than those achieved through popular 2D desktop teleconferencing or immersive 3D VR solutions. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.-
dc.languageEnglish-
dc.language.isoen-
dc.publisherMDPI-
dc.titleAudiencemr: Extending the local space for large-scale audience with mixed reality for enhanced remote lecturer experience-
dc.typeArticle-
dc.contributor.affiliatedAuthorKim, G.J.-
dc.identifier.doi10.3390/app11199022-
dc.identifier.scopusid2-s2.0-85116011048-
dc.identifier.wosid000778211900038-
dc.identifier.bibliographicCitationApplied Sciences (Switzerland), v.11, no.19-
dc.relation.isPartOfApplied Sciences (Switzerland)-
dc.citation.titleApplied Sciences (Switzerland)-
dc.citation.volume11-
dc.citation.number19-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaChemistry-
dc.relation.journalResearchAreaEngineering-
dc.relation.journalResearchAreaMaterials Science-
dc.relation.journalResearchAreaPhysics-
dc.relation.journalWebOfScienceCategoryChemistry, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryEngineering, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryMaterials Science, Multidisciplinary-
dc.relation.journalWebOfScienceCategoryPhysics, Applied-
dc.subject.keywordPlusSTUDENT SATISFACTION-
dc.subject.keywordPlusTHERAPY-
dc.subject.keywordPlusANXIETY-
dc.subject.keywordAuthorAugmented reality-
dc.subject.keywordAuthorHuman-computer interaction-
dc.subject.keywordAuthorMixed reality-
dc.subject.keywordAuthorPublic speaking-
dc.subject.keywordAuthorSocial presence-
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