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Sawada, Shota; Kim, Sunkyoung; Hirokawa, Masakazu; Suzuki, Kenji
2021 IEEE International Conference on Engineering, Technology & Education (TALE), 2021-Dec.-5Conference Proceeding
This study aims to explore a learner's embodiment and movements during discussion which are represented on an avatar in a social virtual reality (VR) space. From a user study, we demonstrated the validity of social VR space in an active learning (AL) setting. It is unclear whether such information represented on an avatar affects turn-taking and facilitates group discussion during AL activities. Therefore, this study conducted an experiment and clarified that turn-taking in the social VR space occurs more than on a monitor, leading to a better discussion.
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