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Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study

Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted d...

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Autores principales: Liu, Rui, Xu, Xiang, Yang, Hairu, Li, Zhenhua, Huang, Guan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8828640/
https://www.ncbi.nlm.nih.gov/pubmed/35153916
http://dx.doi.org/10.3389/fpsyg.2021.792069
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author Liu, Rui
Xu, Xiang
Yang, Hairu
Li, Zhenhua
Huang, Guan
author_facet Liu, Rui
Xu, Xiang
Yang, Hairu
Li, Zhenhua
Huang, Guan
author_sort Liu, Rui
collection PubMed
description Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants (n = 110) were randomly assigned to one of four conditions: (1) no cues, (2) textual cues in the initial field of view (FOV), (3) textual cues outside the initial FOV, and (4) textual cues outside the initial FOV + visual cues. The results showed that the cues (annotations or annotations + arrows) helped learners achieve better learning outcomes and spend more time focusing on the areas with cues. In addition, the study found a serious imbalance in the distribution of learners’ attention in each region of the video. The attention directed to textual cues in the initial FOV is much higher than the attention directed to textual cues outside the initial FOV. Adding visual cues can effectively direct attention to textual cues outside the initial FOV and alleviate the imbalance of attention distribution. Consequently, adding cues to immersive 360-degree video can be an appropriate approach to promote learning and guide attention in immersive 360-degree video learning environments. This study provided new insights into the design and development of immersive 360-degree video instructional resources.
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spelling pubmed-88286402022-02-11 Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study Liu, Rui Xu, Xiang Yang, Hairu Li, Zhenhua Huang, Guan Front Psychol Psychology Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants (n = 110) were randomly assigned to one of four conditions: (1) no cues, (2) textual cues in the initial field of view (FOV), (3) textual cues outside the initial FOV, and (4) textual cues outside the initial FOV + visual cues. The results showed that the cues (annotations or annotations + arrows) helped learners achieve better learning outcomes and spend more time focusing on the areas with cues. In addition, the study found a serious imbalance in the distribution of learners’ attention in each region of the video. The attention directed to textual cues in the initial FOV is much higher than the attention directed to textual cues outside the initial FOV. Adding visual cues can effectively direct attention to textual cues outside the initial FOV and alleviate the imbalance of attention distribution. Consequently, adding cues to immersive 360-degree video can be an appropriate approach to promote learning and guide attention in immersive 360-degree video learning environments. This study provided new insights into the design and development of immersive 360-degree video instructional resources. Frontiers Media S.A. 2022-01-27 /pmc/articles/PMC8828640/ /pubmed/35153916 http://dx.doi.org/10.3389/fpsyg.2021.792069 Text en Copyright © 2022 Liu, Xu, Yang, Li and Huang. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Liu, Rui
Xu, Xiang
Yang, Hairu
Li, Zhenhua
Huang, Guan
Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title_full Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title_fullStr Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title_full_unstemmed Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title_short Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study
title_sort impacts of cues on learning and attention in immersive 360-degree video: an eye-tracking study
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8828640/
https://www.ncbi.nlm.nih.gov/pubmed/35153916
http://dx.doi.org/10.3389/fpsyg.2021.792069
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