Asymmetrical VR for Education

Keru Wang, Zhu Wang, Ken Perlin

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In collocated VR classes, instructors need to guide their students, while also remaining aware of the physical environment in order to ensure students' safety. It is hard to do both simultaneously. We present a system that utilizes hand-held devices for non-VR instructors, enabling them to explore VR content and interact with students who are fully immersed in VR. The instructor can observe the VR environment or switch between different students' first-person views by using commonly available hand-held devices, such as smartphones and tablets. The instructor can also use hand-held devices to interact with the VR world itself. The students can see the real-time video stream of the physical environment as well as a video stream of the instructor. The system enables seamless communication and collaboration, thereby helping to create a better and richer educational experience for VR classes.

Original languageEnglish (US)
Title of host publicationProceedings - SIGGRAPH 2023 Immersive Pavilion
EditorsStephen N. Spencer
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9798400701511
DOIs
StatePublished - Jul 23 2023
EventSpecial Interest Group on Computer Graphics and Interactive Techniques Conference - Immersive Pavilion, SIGGRAPH 2023 - Los Angeles, United States
Duration: Aug 6 2023Aug 10 2023

Publication series

NameProceedings - SIGGRAPH 2023 Immersive Pavilion

Conference

ConferenceSpecial Interest Group on Computer Graphics and Interactive Techniques Conference - Immersive Pavilion, SIGGRAPH 2023
Country/TerritoryUnited States
CityLos Angeles
Period8/6/238/10/23

Keywords

  • Asymmetric
  • VR
  • education
  • view casting

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction

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