On-Demand Lecture Watching System Using Various Actions of Student Characters to Maintain Concentration
Saizo Aoyagi, Ryoma Okazaki, Seishiro Hara, Fumiya Ikeda, Michiya Yamamoto

TL;DR
This study develops a 3D virtual classroom system with student characters performing various actions to enhance concentration during online lectures, showing that mixed positive and negative actions are more effective.
Contribution
The paper introduces a novel on-demand lecture system using diverse student character actions to improve concentration, identifying effective action combinations for online education.
Findings
Mixed positive and negative actions maintain concentration better
The system uses a naked-eye 3D display for immersive experience
Behavior analysis shows improved focus with varied actions
Abstract
Since the COVID-19 pandemic, online lectures have spread rapidly and many students are satisfied with them. However, one challenge remains the loss of concentration due to the lack of students' copresence. Our previous work suggests that presenting 3D characters with appropriate actions has the potential to improve concentration in online lectures. Nevertheless, an effective combination of actions has not yet been identified. In this study, we developed a lecture watching system that presents a 3D virtual classroom using a naked-eye 3D display. The system includes student characters that show copresence with various actions such as nodding, notetaking, and sleeping. An evaluation experiment was conducted with two conditions; (1) student characters perform only positive actions and (2) both positive and negative actions. The results, analyzed using posture and notetaking behavior as key…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsVisual and Cognitive Learning Processes · Virtual Reality Applications and Impacts · Interactive and Immersive Displays
