Using Eye Tracked Virtual Reality to Classify Understanding of Vocabulary in Recall Tasks

J. Orlosky, Brandon Huynh, Tobias Höllerer
{"title":"Using Eye Tracked Virtual Reality to Classify Understanding of Vocabulary in Recall Tasks","authors":"J. Orlosky, Brandon Huynh, Tobias Höllerer","doi":"10.1109/AIVR46125.2019.00019","DOIUrl":null,"url":null,"abstract":"In recent years, augmented and virtual reality (AR/VR) have started to take a foothold in markets such as training and education. Although AR and VR have tremendous potential, current interfaces and applications are still limited in their ability to recognize context, user understanding, and intention, which can limit the options for customized individual user support and the ease of automation. This paper addresses the problem of automatically recognizing whether or not a user has an understanding of a certain term, which is directly applicable to AR/VR interfaces for language and concept learning. To do so, we first designed an interactive word recall task in VR that required non-native English speakers to assess their knowledge of English words, many of which were difficult or uncommon. Using an eye tracker integrated into the VR Display, we collected a variety of eye movement metrics that might correspond to the user's knowledge or memory of a particular word. Through experimentation, we show that both eye movement and pupil radius have a high correlation to user memory, and that several other metrics can also be used to help classify the state of word understanding. This allowed us to build a support vector machine (SVM) that can predict a user's knowledge with an accuracy of 62% in the general case and and 75% for easy versus medium words, which was tested using cross-fold validation. We discuss these results in the context of in-situ learning applications.","PeriodicalId":274566,"journal":{"name":"2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AIVR46125.2019.00019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12

Abstract

In recent years, augmented and virtual reality (AR/VR) have started to take a foothold in markets such as training and education. Although AR and VR have tremendous potential, current interfaces and applications are still limited in their ability to recognize context, user understanding, and intention, which can limit the options for customized individual user support and the ease of automation. This paper addresses the problem of automatically recognizing whether or not a user has an understanding of a certain term, which is directly applicable to AR/VR interfaces for language and concept learning. To do so, we first designed an interactive word recall task in VR that required non-native English speakers to assess their knowledge of English words, many of which were difficult or uncommon. Using an eye tracker integrated into the VR Display, we collected a variety of eye movement metrics that might correspond to the user's knowledge or memory of a particular word. Through experimentation, we show that both eye movement and pupil radius have a high correlation to user memory, and that several other metrics can also be used to help classify the state of word understanding. This allowed us to build a support vector machine (SVM) that can predict a user's knowledge with an accuracy of 62% in the general case and and 75% for easy versus medium words, which was tested using cross-fold validation. We discuss these results in the context of in-situ learning applications.
眼动追踪虚拟现实技术在词汇记忆分类中的应用
近年来,增强现实和虚拟现实(AR/VR)已经开始在培训和教育等市场站稳脚跟。尽管AR和VR具有巨大的潜力,但目前的界面和应用程序在识别上下文、用户理解和意图方面的能力仍然有限,这可能限制了定制个人用户支持的选择和自动化的便利性。本文解决了自动识别用户是否理解某个术语的问题,直接适用于AR/VR界面的语言和概念学习。为此,我们首先在VR中设计了一个交互式单词回忆任务,要求非英语母语者评估他们对英语单词的认识,其中许多单词是困难的或不常见的。使用集成到VR显示器中的眼动仪,我们收集了各种眼动指标,这些指标可能与用户对特定单词的知识或记忆相对应。通过实验,我们发现眼球运动和瞳孔半径都与用户记忆有很高的相关性,并且其他几个指标也可以用来帮助分类单词理解的状态。这使我们能够建立一个支持向量机(SVM),它可以预测用户的知识,在一般情况下准确率为62%,在简单词和中等词的情况下准确率为75%,这是使用交叉折叠验证进行测试的。我们在现场学习应用的背景下讨论这些结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信