Abstract
Educational VR may help students by being more engaging or improving retention compared to traditional learning methods. However, a student can get distracted in a VR environment due to stress, mind-wandering, unwanted noise, external alerts, etc. Student eye gaze can be useful for detecting these distraction. We explore deep-learning-based approaches to detect distractions from gaze data. We designed an educational VR environment and trained three deep learning models (CNN, LSTM, and CNN-LSTM) to gauge a student's distraction level from gaze data, using both supervised and unsupervised learning methods. Our results show that supervised learning provided better test accuracy compared to unsupervised learning methods.
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CITATION STYLE
Asish, S. M., Kulshreshth, A. K., & Borst, C. W. (2021). Supervised vs Unsupervised Learning on Gaze Data to Classify Student Distraction Level in an Educational VR Environment. In Proceedings - SUI 2021: ACM Spatial User Interaction 2021. Association for Computing Machinery, Inc. https://doi.org/10.1145/3485279.3488283
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