The purposes of this study were to develop the design of virtual reality content using eyes and to investigate the usability of the virtual reality content for nonverbal students with severe disabilities. A 360-degree video in which a narrator introduces scientific activities (momentum, earthquake, gravity, robot dance) and experiences them at Chungnam Science Education Center was produced. Next, the virtual reality content for the video were designed for users to manipulate image buttons with their eyes so that users can select and experience images. Users can select and view images of scientific activity by staring and blinking using the HTC-VIVE Pro Eye, which combines eye tracking technology. The virtual reality content using eyes were designed and developed in accordance with the guidelines for supporting self-determination of students with severe disabilities. In order to investigate the usability of the VR content, 37 special education teachers who had special teacher certificates and had experience in teaching students with severe disabilities answered questions after using the VR content. The teachers evaluated as "neutral" in some usability evaluation categories (e.g., Self-determination, Ease of manipulation, Ease of Understanding, Effectiveness, Efficiency of class preparation, Efficiency in teaching, Appropriateness of content organization). When developing VR contents for students with severe disabilities, developers can design visual images in order for students with severe disabilities to understand easily and establish user interface in users’ eye conditions and operational capabilities. VR contents can be designed in relation to subject areas so that teachers can use them as educational materials.
Published in | Education Journal (Volume 13, Issue 4) |
DOI | 10.11648/j.edu.20241304.12 |
Page(s) | 161-170 |
Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
Copyright |
Copyright © The Author(s), 2024. Published by Science Publishing Group |
Eye Blinking, Eye Gazing, Severe Disability, Usability, Virtual Reality Content
Categories | Guidelines |
---|---|
Metaphor | 1) Menu images are intuitive using real photos. 2) Images of science experience activities are represented by pictogram. 3) Play button, stop button, and home button as icons are symbols encountered in everyday life. |
Direct manipulation | The content proceeds with the user's gaze and blink. |
See & point | 1) The result of the manipulation should be immediately displayed on the screen to determine the causal relationship. 2) The operation button is configured to select the forward and backward direction. |
Feedback & dialog | 1) Immediate feedback can be provided by checking the progress of the content on a monitor in real time. 2) The presented object provides both visual and audio information at the same time. |
Ease of operations | 1) The image button is located in the center of the field of view so that it can be clicked without significantly deviating from the user's field of view. 2) By fixing the UI to the camera in the program, the image button can be easily clicked by moving the image button no matter which direction the user looks. 3) Users can freely select and repeat the desired activity through the play button, stop button, and home button. 4) No time limit is set so that users can easily manipulate the content. |
Aesthetic | 1) The color of the image button is reversed so that users and teachers can easily see which object the user is staring at. 2) The science experience activity images are simple and familiar graphics, and their color contrasts with the background color for high readability. 3) The science experience activity image uses simple pictogram so that the contents of the video can be understood easily and intuitively. 4) The number of control buttons must be less than 4 on a single screen. 5) Play button, stop button, and home button can be easily recognized and utilized using those of general video media. 6) Content graphics are implemented to give a feeling of direct experience using actual science activity videos. |
Understanding the user | 1) The content is developed based on the characteristics and needs of users. (special teachers and students with severe disabilities) 2) The content is developed through evaluation of users. (special teachers and students with severe disabilities) |
Accessibility | 1) The size of the image button has been adjusted so that it can be easily recognized within the VR screen. 2) Text indicating the content of the image is presented in words at the bottom of the image. 3) The interval between image buttons should be 5 or more so that other image buttons are not clicked regardless of the user's intention. 4) Narration is included in all science activity videos, so users can know that the video is playing through sound even if they are looking elsewhere. 5) When the user's eyes stares at an object, the color of the object changes in real time. 6) The image button can be operated only with the user's eyes without the user's hand or body movement. 7) The desired object can be controlled by blinking after looking at it without complicated conditions such as the number of blinks and gaze time. |
Organization | 1) Buttons are placed in a predetermined position in the content. 2) The menu image button placed in the center of the screen blinks and disappears when clicked, the introduction video is executed, and the science experiment image button, home button, and stop button are activated. 3) When clicking the science experiment image button placed at the bottom of the screen by blinking, the play button is activated above the clicked image button. 4) The play button is placed above the clicked science experiment image button blinks. When clicked, all the science experiment image buttons and the play button are deactivated, and the stop button is activated at the top right of the screen. 5) All science experiment image buttons are activated when clicking the stop button located at the top right of the screen by blinking. 6) When you click the home button on the upper right of the screen by blinking, the video stops, all icons and all science experience image buttons are deactivated, and then the menu image button is activated. |
Economics | 1) Time and expense are saved because you can experience it without visiting the place. 2) Experiences can be repeated freely without limit. 3) Videos in the content are used as teaching and learning materials. |
Communication | 1) Communication is possible through staring and blinking. 2) When staring at the image button presented on the screen, the color is inverted in real time, making it easier to check. 3) Images are used to the maximum, and texts are expressed in simple words. 4) Before playing the science experiment video, it is possible to know the meaning of the activity to be seen by presenting an implicit image. 5) Icons and image buttons are used identically to simplify the rules required for operation. |
No | Categories | Descriptions | |
---|---|---|---|
Student’s perspective | 1 | Media interest | Students think that learning using this content is more fun than learning through textbooks or the Internet. |
2 | Reality | Students feel as if they are experiencing it directly from the content. | |
3 | Safety | Students are able to experience activities that cannot be directly experienced due to safety concerns. | |
4 | Self-determination | Students are able to express their intentions by staring and blinking. | |
5 | Ease of manipulation | Students are able to manipulate the image button of this content with their eyes. | |
6 | Ease of understanding | When students use the content, they understand the content of a subject area well. | |
7 | Effectiveness | Students are able to achieve educational goals well by using the VR content. | |
8 | Arousing interest | Students are interested in learning content when using this VR contents. | |
9 | Motivation | Students are likely to want to study in the field using this VR contents. | |
10 | Extensibility | Students are likely to want to study using the same content in other subject areas. | |
Teacher’s perspective | 1 | Goal appropriateness | The VR content was developed in accordance with educational goals of academic curriculum. |
2 | Content appropriateness | The content of this VR was developed by reflecting objectives of a subject area. | |
3 | Efficiency of class preparation | The VR content can be used as class activities and educational materials. | |
4 | Efficiency in teaching | The VR content can to be effective for teaching students. | |
5 | Appropriateness of content organization | The VR content was properly structured to be used by students with severe disabilities | |
6 | Interesting and fun | The VR content seem to be more fun than teaching through textbooks or the Internet. | |
7 | Easiness | The VR content can be used in non-face-to-face classes. | |
8 | Economics | The VR content can be used continuously, reducing the time and cost required for reproduction | |
9 | Usefulness | The VR content is likely to be useful in other fields besides a subject area. | |
10 | Extensibility | Realistic virtual reality contents need to be produced for subject areas. |
Classification | n (%) | |
---|---|---|
Gender | Male | 21 (56.8) |
Female | 16 (43.2) | |
Responsible school level | Kindergarten | 8 (21.6) |
Elementary school | 13 (35.1) | |
Middle school | 7 (18.9) | |
High school | 9 (24.3) | |
Special Education Experience(year) | Less than 5 years | 18 (48.6) |
More than 5 to less than 10 years | 7 (18.9) | |
More than 10 to less than 20 years | 9 (24,3) | |
Less than 20 years | 3 (8.1) | |
Educational experience for students with severe disabilities(year) | Less than 5 years | 22 (59.5) |
More than 5 to less than 10 years | 8 (21.6) | |
More than 10 to less than 20 years | 6 (16.2) | |
Less than 20 years | 1 (2.7) |
Student’s perspective | Teacher’s perspective | ||||
---|---|---|---|---|---|
No | Categories | M (SD) | No | Categories | M (SD) |
1 | Media interest | 4.32 (.88) | 1 | Goal appropriateness | 4.16 (.69) |
2 | Reality | 4.22 (.79) | 2 | Content appropriateness | 4.05 (.78) |
3 | Safety | 4.62 (.59) | 3 | Efficiency of class preparation | 4.05 (.74) |
4 | Self-determination | 3.65 (1.14) | 4 | Efficiency in teaching | 3.78 (.71) |
5 | Ease of manipulation | 3.46 (1.09) | 5 | Appropriateness of content organization | 3.43 (1.07) |
6 | Ease of understanding | 3.92 (.76) | 6 | Interesting and fun | 4.36 (.82) |
7 | Effectiveness | 3.92 (.79) | 7 | Easiness | 4.32 (1.00) |
8 | Arousing interest | 4.57 (.55) | 8 | Economics | 4.27 (.99) |
9 | Motivation | 4.22 (.82) | 9 | Usefulness | 4.51 (.56) |
10 | Extensibility | 4.38 (.59) | 10 | Extensibility | 4.65 (.54) |
Total | 4.13 | Total | 4.16 |
VR | Virtual Reality |
ICT | Information Communication Technology |
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APA Style
Bak, S. (2024). The Design and Usability of Virtual Reality Content Using Eyes for Students with Severe Disabilities. Education Journal, 13(4), 161-170. https://doi.org/10.11648/j.edu.20241304.12
ACS Style
Bak, S. The Design and Usability of Virtual Reality Content Using Eyes for Students with Severe Disabilities. Educ. J. 2024, 13(4), 161-170. doi: 10.11648/j.edu.20241304.12
AMA Style
Bak S. The Design and Usability of Virtual Reality Content Using Eyes for Students with Severe Disabilities. Educ J. 2024;13(4):161-170. doi: 10.11648/j.edu.20241304.12
@article{10.11648/j.edu.20241304.12, author = {Sunhi Bak}, title = {The Design and Usability of Virtual Reality Content Using Eyes for Students with Severe Disabilities }, journal = {Education Journal}, volume = {13}, number = {4}, pages = {161-170}, doi = {10.11648/j.edu.20241304.12}, url = {https://doi.org/10.11648/j.edu.20241304.12}, eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.edu.20241304.12}, abstract = {The purposes of this study were to develop the design of virtual reality content using eyes and to investigate the usability of the virtual reality content for nonverbal students with severe disabilities. A 360-degree video in which a narrator introduces scientific activities (momentum, earthquake, gravity, robot dance) and experiences them at Chungnam Science Education Center was produced. Next, the virtual reality content for the video were designed for users to manipulate image buttons with their eyes so that users can select and experience images. Users can select and view images of scientific activity by staring and blinking using the HTC-VIVE Pro Eye, which combines eye tracking technology. The virtual reality content using eyes were designed and developed in accordance with the guidelines for supporting self-determination of students with severe disabilities. In order to investigate the usability of the VR content, 37 special education teachers who had special teacher certificates and had experience in teaching students with severe disabilities answered questions after using the VR content. The teachers evaluated as "neutral" in some usability evaluation categories (e.g., Self-determination, Ease of manipulation, Ease of Understanding, Effectiveness, Efficiency of class preparation, Efficiency in teaching, Appropriateness of content organization). When developing VR contents for students with severe disabilities, developers can design visual images in order for students with severe disabilities to understand easily and establish user interface in users’ eye conditions and operational capabilities. VR contents can be designed in relation to subject areas so that teachers can use them as educational materials. }, year = {2024} }
TY - JOUR T1 - The Design and Usability of Virtual Reality Content Using Eyes for Students with Severe Disabilities AU - Sunhi Bak Y1 - 2024/07/09 PY - 2024 N1 - https://doi.org/10.11648/j.edu.20241304.12 DO - 10.11648/j.edu.20241304.12 T2 - Education Journal JF - Education Journal JO - Education Journal SP - 161 EP - 170 PB - Science Publishing Group SN - 2327-2619 UR - https://doi.org/10.11648/j.edu.20241304.12 AB - The purposes of this study were to develop the design of virtual reality content using eyes and to investigate the usability of the virtual reality content for nonverbal students with severe disabilities. A 360-degree video in which a narrator introduces scientific activities (momentum, earthquake, gravity, robot dance) and experiences them at Chungnam Science Education Center was produced. Next, the virtual reality content for the video were designed for users to manipulate image buttons with their eyes so that users can select and experience images. Users can select and view images of scientific activity by staring and blinking using the HTC-VIVE Pro Eye, which combines eye tracking technology. The virtual reality content using eyes were designed and developed in accordance with the guidelines for supporting self-determination of students with severe disabilities. In order to investigate the usability of the VR content, 37 special education teachers who had special teacher certificates and had experience in teaching students with severe disabilities answered questions after using the VR content. The teachers evaluated as "neutral" in some usability evaluation categories (e.g., Self-determination, Ease of manipulation, Ease of Understanding, Effectiveness, Efficiency of class preparation, Efficiency in teaching, Appropriateness of content organization). When developing VR contents for students with severe disabilities, developers can design visual images in order for students with severe disabilities to understand easily and establish user interface in users’ eye conditions and operational capabilities. VR contents can be designed in relation to subject areas so that teachers can use them as educational materials. VL - 13 IS - 4 ER -