Abstract

AudienceMR is designed as a multi-user mixed reality space that seamlessly extends the local user space to become a large, shared classroom where some of the audience members are seen seated in a real space, and more members are seen through an extended portal. AudienceMR can provide a sense of the presence of a large-scale crowd/audience with the associated spatial context. In contrast to virtual reality (VR), however, with mixed reality (MR), a lecturer can deliver content or conduct a performance from a real, actual, comfortable, and familiar local space, while interacting directly with real nearby objects, such as a desk, podium, educational props, instruments, and office materials. Such a design will elicit a realistic user experience closer to an actual classroom, which is currently prohibitive owing to the COVID-19 pandemic. This paper validated our hypothesis by conducting a comparative experiment assessing the lecturer’s experience with two independent variables: (1) an online classroom platform type, i.e., a 2D desktop video teleconference, a 2D video screen grid in VR, 3D VR, and AudienceMR, and (2) a student depiction, i.e., a 2D upper-body video screen and a 3D full-body avatar. Our experiment validated that AudienceMR exhibits a level of anxiety and fear of public speaking closer to that of a real classroom situation, and a higher social and spatial presence than 2D video grid-based solutions and even 3D VR. Compared to 3D VR, AudienceMR offers a more natural and easily usable real object-based interaction. Most subjects preferred AudienceMR over the alternatives despite the nuisance of having to wear a video see-through headset. Such qualities will result in information conveyance and an educational efficacy comparable to those of a real classroom, and better than those achieved through popular 2D desktop teleconferencing or immersive 3D VR solutions.

Highlights

  • Since the arrival of COVID-19, classroom and conference activities via video teleconferencing have become the unwanted norm

  • Desktop 2D Zoom like teleconferencing (DTZ) showed the lowest levels of anxiety and fear compared to the baseline offline lecture (p < 0.001) (p < 0.001) and to audience MR (AMR) (p = 0.001) (p < 0.001)

  • Zoom-like grid in VR (ZVR) showed a lower level of anxiety by State-Trait Anxiety Inventory (STAI) and Personal Report of Communication Apprehension (PRCA) (p = 0.047) (p = 0.049)

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Summary

Introduction

Since the arrival of COVID-19, classroom and conference activities via video teleconferencing (such as Zoom [1]) have become the unwanted norm (see Figure 1). The interaction will be more natural with the AudienceMR in comparison to a VR counterpart in the sense that the user can make use of objects as achieved in the real world, for example, looking at paper printouts, interacting with devices/computers (e.g., managing presentations, playing videos, or making annotations), and making bodily gestures, which would mostly be accomplished indirectly using a controller in VR This article expects these distinguishing qualities to bring about an improved lecturer/performer experience, leading to a more effective delivery of content, lecturer satisfaction, and ultimate benefits for the students/audience. Note that this study only investigates the experience of the content deliverer (i.e., lecturer) rather than that of the students/audience

Related Works
Portal Placement and Evaluation
Experimental Task
Experimental Set-Up
Experimental Procedure
Results
Discussion
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