dc.contributor.author | Sansonetti, Luigi | en_US |
dc.contributor.author | Chatain, Julia | en_US |
dc.contributor.author | Caldeira, Pedro | en_US |
dc.contributor.author | Fayolle, Violaine | en_US |
dc.contributor.author | Kapur, Manu | en_US |
dc.contributor.author | Sumner, Robert W. | en_US |
dc.contributor.editor | Orlosky, Jason and Reiners, Dirk and Weyers, Benjamin | en_US |
dc.date.accessioned | 2021-09-07T05:53:48Z | |
dc.date.available | 2021-09-07T05:53:48Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-142-7 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.uri | https://doi.org/10.2312/egve.20211324 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egve20211324 | |
dc.description.abstract | Virtual Reality (VR) enables new ways of learning by providing an interactive environment to learn through failure and by allowing new interaction methods engaging the users' bodies. Literature from productive failure and embodied cognition shows that these two aspects are particularly important for mathematics education. However, very little research has been looking into how to input mathematical expressions in VR. This gap impairs the learning process as it prevents the learners from connecting the VR mathematical objects with their formal representations. In this paper, we bridge this gap by presenting two interaction techniques for mathematics input in VR: a Keyboard-like method and a Drag-and-drop method. We report the results of our quantitative user study in terms of usability, ease of learning, low overhead, task load, and motion sickness. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Human centered computing | |
dc.subject | Interaction techniques | |
dc.subject | Empirical studies in HCI | |
dc.subject | User studies | |
dc.subject | Text input | |
dc.subject | Virtual reality | |
dc.title | Mathematics Input for Educational Applications in Virtual Reality | en_US |
dc.description.seriesinformation | ICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments | |
dc.description.sectionheaders | VR, Memory, and Cognition | |
dc.identifier.doi | 10.2312/egve.20211324 | |
dc.identifier.pages | 25-30 | |