Noah J. Glaser, M. Schmidt, Heath Palmer, Wanli Xing, Carla Schmidt
{"title":"Work-in-Progress–Computer Vision Methods to Examine Neurodiverse Gaze Patterns in 360-Video","authors":"Noah J. Glaser, M. Schmidt, Heath Palmer, Wanli Xing, Carla Schmidt","doi":"10.23919/iLRN55037.2022.9815974","DOIUrl":null,"url":null,"abstract":"Computer vision (CV) is a subset of artificial intelligence (AI) that focuses on enabling computers to detect and understand objects from visual stimuli and multimedia. With advances in computational power and open-source libraries, more educators and instructional designers are seeking to capitalize on the perceived benefits of CV. This work-in-progress paper reports the CV approach our research team has developed to explore the usage patterns of neurodiverse learners within a 360-degree spherical video-based virtual reality system.","PeriodicalId":215411,"journal":{"name":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 8th International Conference of the Immersive Learning Research Network (iLRN)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.23919/iLRN55037.2022.9815974","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Computer vision (CV) is a subset of artificial intelligence (AI) that focuses on enabling computers to detect and understand objects from visual stimuli and multimedia. With advances in computational power and open-source libraries, more educators and instructional designers are seeking to capitalize on the perceived benefits of CV. This work-in-progress paper reports the CV approach our research team has developed to explore the usage patterns of neurodiverse learners within a 360-degree spherical video-based virtual reality system.