TY - GEN
T1 - Towards Multi-modal Evaluation of Eye-tracked Virtual Heritage Environment
AU - Tzi-Dong Ng, Jeremy
AU - Hu, Xiao
AU - Que, Ying
N1 - Publisher Copyright:
© 2022 ACM.
PY - 2022/3/21
Y1 - 2022/3/21
N2 - In times of pandemic-induced challenges, virtual reality (VR) allows audience to learn about cultural heritage sites without temporal and spatial constraints. The design of VR content is largely determined by professionals, while evaluations of content often rely on learners' self-report data. Learners' attentional focus and understanding of VR content might be affected by the presence or absence of different multimedia elements including text and audio-visuals. It remains an open question which design variations are more conducive for learning about heritage sites. Leveraging eye-tracking, a technology often adopted in recent multimodal learning analytics (MmLA) research, we conducted an experiment to collect and analyze 40 learners' eye movement and self-reported data. Results of statistical tests and heatmap elicitation interviews indicate that 1) text in the VR environment helped learners better understand the presented heritage sites, regardless of having audio narration or not, 2) text diverted learners' attention away from other visual elements that contextualized the heritage sites, 3) exclusively having audio narration best simulated the experience of a real-world heritage tour, 4) narration accompanying text prompted learners to read the text faster. We make recommendations for improving the design of VR learning materials and discuss the implications for MmLA research.
AB - In times of pandemic-induced challenges, virtual reality (VR) allows audience to learn about cultural heritage sites without temporal and spatial constraints. The design of VR content is largely determined by professionals, while evaluations of content often rely on learners' self-report data. Learners' attentional focus and understanding of VR content might be affected by the presence or absence of different multimedia elements including text and audio-visuals. It remains an open question which design variations are more conducive for learning about heritage sites. Leveraging eye-tracking, a technology often adopted in recent multimodal learning analytics (MmLA) research, we conducted an experiment to collect and analyze 40 learners' eye movement and self-reported data. Results of statistical tests and heatmap elicitation interviews indicate that 1) text in the VR environment helped learners better understand the presented heritage sites, regardless of having audio narration or not, 2) text diverted learners' attention away from other visual elements that contextualized the heritage sites, 3) exclusively having audio narration best simulated the experience of a real-world heritage tour, 4) narration accompanying text prompted learners to read the text faster. We make recommendations for improving the design of VR learning materials and discuss the implications for MmLA research.
KW - Cultural heritage
KW - Eye-tracking
KW - Multimedia learning
KW - Multimodal learning analytics
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/85126215509
UR - https://www.scopus.com/pages/publications/85126215509#tab=citedBy
U2 - 10.1145/3506860.3506881
DO - 10.1145/3506860.3506881
M3 - Conference contribution
AN - SCOPUS:85126215509
T3 - ACM International Conference Proceeding Series
SP - 451
EP - 457
BT - LAK 2022 - Conference Proceedings
PB - Association for Computing Machinery
T2 - 12th International Conference on Learning Analytics and Knowledge: Learning Analytics for Transition, Disruption and Social Change, LAK 2022
Y2 - 21 March 2022 through 25 March 2022
ER -