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2023 8th International Conference on Business and Industrial Research 18 - 19 May 2023

(ICBIR2023) Bangkok, Thailand

The Effect of the Gaze Visualization Interface


on the Learning Performance of Virtual
Reality Medical Education

Haram Choi Sanghun Nam


Dept. of Culture and Technology Dept. of Culture and Technology
Changwon National University Changwon National University
2023 8th International Conference on Business and Industrial Research (ICBIR) | 979-8-3503-9964-6/23/$31.00 ©2023 IEEE | DOI: 10.1109/ICBIR57571.2023.10147557

Changwon, Republic of Korea Changwon, Republic of Korea


20227578@gs.cwnu.ac.kr Corresponding author: sanghunnam@changwon.ac.kr

traditional education methods, and can positively


Abstract—Here we propose a virtual reality impact learning [10–14].
education system that applies an eye-tracking-based
gaze visualization interface to prevent the user from VR education can deliver more visual information
experiencing cognitive overload, which may occur in than traditional education methods since it is based on
existing virtual reality educational environments. Two a 360° virtual environment [15]. However, cognitive
gaze visualization interface types, Circle Marker and overload can occur if lots of visual information is
Highlight, are first used by the instructor to produce delivered to the learner at the same time, resulting in a
virtual reality medical educational content. An lack of focus in learning the presented information,
experiment is then conducted to analyze the difference which may degrade learning performance [16–18].
in learning performance between these two interface Gaze visualization signals based on eye-tracking
types, with the degrees of concentration and learning technology can reduce distractions, and help learners
flow selected as the learning performance indicators to focus on specific information in a three-dimensional
be evaluated. The learning concentration is evaluated environment with lots of visual information [19].
using the dwell time, and the learning flow is evaluated
using a survey. A correlation analysis between the Learning flow means that the learner is immersed
degrees of concentration and learning flow is in a specific task. Flow state, a concept proposed by
performed, with a positive correlation determined for Csikszentmihalyi, means a good feeling and optimal
these two learning performance indicators. An experience as motivation in daily life such as work,
independent samples t-test confirms that there is a sports, and artistic activities [20]. Jackson and Marsh
statistically significant difference between the degrees proposed a Flow State Scale (FSS) developed based
of concentration and learning flow based on the type of on Csikszentmihalyi’s nine characteristics of flow
gaze visualization interface, with the results obtained [21]. FSS is a scale that can measure learning flow,
using the Circle Marker type having a more positive and has been used in various fields, with recent
effect on both learning concentration and flow. applications in virtual reality and augmented reality
[20].
Keywords—Concentration, Eye-tracking, Learning
Flow, Gaze Visualization, Virtual Reality Various methods, such as surveys and interviews,
are often employed during learning performance
I. INTRODUCTION analysis to collect the learners’ recalled information
Virtual Reality (VR) technology can provide users after learning, but the results can be difficult to
with both a sense of immersion and the ability to accurately analyze because the learners’ memories are
interact in a virtual environment that is similar to distorted. Eye-tracking technology, which records
reality [1,2]. VR technology is therefore being human eye movements as objective data, is also used
utilized to improve educational outcomes [3]. The for learning performance analysis [22], with these
advantage of implementing VR in education is that it real-time observations making it easy to measure the
can enhance student creativity and imagination, learners’ cognitive processes in a multimedia learning
thereby motivating them to learn [4–8]. VR environment [23]. Among the eye-tracking metrics,
technology is being used across the education sector, the dwell time, which refers to the cumulative time
spanning the sciences, engineering, humanities, and spent by a user gazing at an Area of Interest (AOI),
social science [9]. may indicate the level of interest in the AOI. The
degree of concentration can be measured through the
VR technology is becoming widely used in dwell time, with a long dwell time meaning that the
medical education. This is because VR technology in level of interest in a specific area increases, which is
medical education is safer and more repeatable than indicative of concentrating, and vice versa [24].

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2023 8th International Conference on Business and Industrial Research 18 - 19 May 2023
(ICBIR2023) Bangkok, Thailand

Here VR medical education content with a gaze should focus on when viewing the medical education
visualization interface was developed using eye- content based on the reviewer feedback, and are listed
tracking technology to prevent the cognitive overload in Table 1.
issues that may occur in existing A research
hypothesis was derived that there would be TABLE I. AOI CLASSIFICATION
differences in learning performance depending on the AOI Number AOI Name
type of gaze visualization interface. Two gaze
visualization interface types, Circle Marker and AOI 1 Patient Band
Highlight, were applied to the developed VR medical AOI 2 Confirmation Form of Operation
education content. To prove the research hypothesis,
an experiment was conducted to analyze the AOI 3 Surgical Site
difference in learning performance between the two AOI 4 Anesthesia Machine
gaze visualization interface types. A mixture of
AOI 5 Anesthesia
quantitative and qualitative data was used for
effective evaluation and analysis of learning AOI 6 Stethoscope
performance. Therefore, based on previous studies, AOI 7 Defibrillator
learning performance indicators were derived for
learning concentration evaluated with eye tracking AOI 8 Monitor
data and learning flow evaluated with surveys. AOI 9 Surgical Count
Learning concentration was evaluated as AOI 10 Specimen
quantitative data using dwell time among eye tracking
metrics [25]. In this study, it was evaluated that the
higher the dwell time, the better the concentration of An instructor’s gaze visualization interface was
learning. Learning flow was evaluated with created to assist the learners in learning the medical
qualitative data using the FSS questionnaire. The FSS education content more effectively, with Circle
questionnaire proposed by Jackson and Marsh was Marker and Highlight gaze visualization interfaces
adapted for the study and evaluated on a 5-point produced and tested for this experiment. Tobii XR
Likert scale [21]. It was evaluated that the higher the SDK was used to visualize the instructor’s gaze. The
FSS score, the better the learning flow. Circle Marker gaze visualization interface is shown in
Fig. 1, and is executed when presenting the VR
Correlation analysis was conducted to analyze the medical education content as follows. While the
correlation between quantitative data (concentration instructor wears a head-mounted display (HMD) with
by eye-tracking data) and qualitative data (flow by an eye-tracking function and views the VR education
questionnaire data). As a result of the correlation content, a ray is created in the direction of the
analysis, it was found that there was a significant instructor’s gaze, with the visualized material
correlation between learning concentration and rendered in front of the object to create a gaze
learning flow. An independent samples t-test was visualization object. This gaze visualization object
conducted to determine if there was a significant appears as an object with a sprite texture, with the
difference in learning performance based on the gaze sprite shader render queue appearing first in the Unity
visualization interface type. The t-test results scene. This causes the gaze visualization object to
confirmed that there was a statistically significant appear first, even if there are other objects behind it.
difference between the degrees of concentration and
learning flow based on the gaze visualization
interface type, with the Circle Marker type having a
more positive effect on both learning concentration
and flow.
II. DEVELOPMENT OF VIRTUAL REALITY
MEDICAL EDUCATION CONTENT WITH A GAZE
VISUALIZATION INTERFACE
VR medical education content with a gaze
visualization interface was developed to prevent the
cognitive load that may occur in existing VR Fig. 1. Circle Marker Interface.
education and improve concentration. The VR
medical education content was developed using the The Highlight gaze visualization interface is
Unity game engine, and consisted of educational shown in Fig. 2, and is executed when presenting the
scenarios to prevent patient safety accidents that may VR medical education content as follows. When the
occur during surgery. The educational environment instructor’s gaze falls upon an object that has a
and content were reviewed by current medical collider applied to it, that object is highlighted in a
professionals to increase the objectivity of the color that is set by the instructor. The object then
medical education content development. Ten Areas of returns to its original color after the instructor’s gaze
Interest (AOIs) were selected as objects that learners shifts away from that object.

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2023 8th International Conference on Business and Industrial Research 18 - 19 May 2023
(ICBIR2023) Bangkok, Thailand

Highlight type was used for the Group B subjects,


with 28 participants in each group.

Fig. 2. Highlight Interface. Fig. 4. Experiment Environment.

A function to measure the learner’s concentration The process of the experiment is shown in Fig. 5.
was developed to analyze how well the learner In the experiment, the Vive Pro Eye HMD was used
followed the educational content and focused on the to track the subject’s gaze tracking data. Vive Pro Eye
learning objects based on the two gaze visualization has Tobii's eye-tracking sensor built-in, and the eye-
interface types. The G2OM algorithm in Tobii XR tracking specifications are as follows. Gaze data
SDK was used to develop a function to measure the output frequency = 120Hz, Accuracy = 0.5°–1.1°
dwell time from the eye-tracking data. When the (within FOV 20°), Trackable field of view = 110°.
learner views the VR educational content, the names Each subject was first seated and given a HMD, and
of the objects (AOIs) that are gazed by the learner and an eye calibration was performed. The experimenter
their associated dwell time is measured in real-time then briefly explained the guidelines and precautions
from the eye-tracking data, as shown in Fig. 3-(a). of the experiment. The subject then viewed the VR
The dwell time is measured as the time from when the medical education content, with the subject’s dwell
learner’s gaze focuses on an AOI that has a collider time data being measured in real-time; these data
applied to it to the time the learner’s gaze moves from were saved as a CSV file after the content was viewed.
that object. The dwell time for each AOI is saved as a The subject then completed a FSS questionnaire after
comma-separated values (CSV) file after the learner viewing the VR medical educational content.
views all of the VR medical education content, as
shown in Fig. 3-(b). These data are then analyzed to
determine the degree of concentration.

Fig. 5. Experiment Procedure.

The eye-tracking data and surveys were used in


parallel as learning performance evaluation methods.
Each subject’s degree of concentration was evaluated
using the dwell time, which was derived from the
eye-tracking data. We determined the average dwell
time for all of the AOIs for each group (A and B) to
determine if there was a significant difference
between their average dwell time. The higher the
average dwell time between groups, the higher the
learning concentration of the group was evaluated.
Fig. 3. Dwell time Measurements.
The FSS questionnaire was used to evaluate the
III. ANALYSIS OF THE DIFFERENCE IN LEARNING learning flow. The FSS items included attention
questionnaire items, which were evaluated on a 5-
CONCENTRATION AND FLOW BASED ON THE TYPE OF
point Likert scale. The higher the average FSS score
GAZE VISUALIZATION INTERFACE
between groups, the higher the learning flow of the
An experiment was conducted to analyze whether group was evaluated.
there was a difference in learning concentration and
flow based on the instructor’s gaze visualization A correlation analysis was first conducted to
interface type in a given set of VR medical education analyze whether there was a correlation between the
content. Fig. 4 shows the experimental environment, degree of concentration, which was evaluated using
where 56 undergraduate and graduate students in the eye-tracking data (dwell time), and the degree of
Korea viewed the VR medical education content. The learning flow, which was evaluated using the
subjects were divided into two experimental groups questionnaire, with the results shown in Table 2.
based on the gaze visualization interface type used in There was a significant correlation between the
the VR medical education content, The Circle Marker degrees of concentration and learning flow within the
type was used for the Group A subjects, and the 95% confidence interval. The Pearson Coefficient (r)
between the degrees of concentration and learning

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2023 8th International Conference on Business and Industrial Research 18 - 19 May 2023
(ICBIR2023) Bangkok, Thailand

flow was found to be r = 0.303, which indicates a TABLE IV. INDEPENDENT SAMPLES T-TEST RESULTS
(LEARNING FLOW)
positive correlation. A positive correlation between
learning concentration and flow therefore existed Group N Mean SD t p
based on the correlation coefficient standard, with this
A 28 4.23 0.91
correlation highlighting that learning concentration
2.589 0.012*
would improve (degrade) as the learning flow B 28 3.64 0.78
improved (degraded).
*p < 0.05, **p < 0.01, ***p < 0.001.

TABLE II. CORRELATION ANALYSIS RESULTS


Concentration Flow The independent samples t-test results therefore
Pearson 1 0.303* indicated that the Circle Marker type of gaze
Correlation (r) visualization interface had a more positive effect on
Concentration Sigma 0.23
(2-tailed) the both the learning concentration and flow. This
N 56 56 means that the Circle Marker type can be more
Pearson 0.303* 1 effective than the Highlight type in increasing
Correlation (r) learners’ concentration and learning flow in VR
Flow Sigma 0.23 education.
(2-tailed)
N 56 56
*Correlation is significant at the 0.05 level (2-tailed).
IV. CONCLUSION
Here VR medical education content with a gaze
An independent samples t-test was also conducted visualization interface was created and analyzed to
to analyze whether there was a significant difference prevent the cognitive overload that may occur when
between the degrees of concentration and learning using existing VR medical education content. Two
flow based on the type of gaze visualization interface. gaze visualization interface types were produced,
Circle Marker and Highlight, and an experiment was
The t-test results for analyzing the difference in conducted to analyze the difference in the degrees of
the degree of concentration based on the type of gaze concentration and learning flow between the two gaze
visualization interface are shown in Table 3. The visualization interface types. A correlation analysis of
results yielded t = 5.219 and p = 0.000, which the experimental results was conducted, with a
highlighted that the difference in learning positive correlation between the degree of
concentration between the two gaze visualization concentration, which was derived from the eye-
interface types was statistically significant, such that tracking data, and the degree of learning flow, which
there was a difference in the degree of concentration was derived from the survey score, obtained.
depending on the type of gaze visualization interface. Furthermore, an independent samples t-test was
The average concentration time was 4.01 s for group conducted to analyze whether there was a difference
A, which had the Circle Marker type applied, whereas in learning concentration and flow based on the type
the average was only 2.07 s for group B, which had of gaze visualization interface, with a significant
the Highlight type applied. difference between the Circle Marker and Highlight
gaze visualization interfaces in both learning
TABLE III. INDEPENDENT SAMPLES T-TEST RESULTS concentration and flow. It was concluded that the
(CONCENTRATION)
Circle Marker gaze visualization interface had a more
Group N Mean SD t p positive effect on learning concentration and flow of
the VR medical education content.
A 28 4.01 1.17
The two gaze visualization interfaces developed in
5.219 0.000*** this study are not restricted to VR medical education
B 28 2.07 1.57
content, and can therefore be applied in other
*p < 0.05, **p < 0.01, ***p < 0.001. educations fields to analyze the applicability and
effectiveness of these gaze visualization interfaces in
enhancing the uptake of VR education content.
Table 4 lists the t-test results for analyzing the
Furthermore, this study only measured the degrees of
difference in the degree of learning flow based on the
concentration and learning flow of the learners; the
type of gaze visualization interface. The results
range of learning performance indicators will be
yielded t = 2.589 and p = 0.012, which highlighted
expanded to increase the objectivity of the research
that the difference in learning concentration between
results in future studies.
the two gaze visualization interface types was
statistically significant, such that there was a ACKNOWLEDGMENT
difference in learning flow depending on the type of
gaze visualization interface. The average learning This research was supported by the Institute of
flow was 4.23 points for group A, which had the Information and Communications Technology
Circle Marker type applied, whereas the average was Planning and Evaluation (IITP) grant funded by the
3.64 points for group B, which had the Highlight type Korean government (MSIT) (No.2021-0-00986,
applied. Development of Interaction Technology to Maximize

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2023 8th International Conference on Business and Industrial Research 18 - 19 May 2023
(ICBIR2023) Bangkok, Thailand

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