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Investigating the Efficacy of ChatGPT-3.5 for Tutoring in Chinese Elementary Education Settings 研究 ChatGPT-3.5 在中国小学教育环境中的辅导效果
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-19 DOI: 10.1109/TLT.2024.3464560
Yu Bai;Jun Li;Jun Shen;Liang Zhao
The potential of artificial intelligence (AI) in transforming education has received considerable attention. This study aims to explore the potential of large language models (LLMs) in assisting students with studying and passing standardized exams, while many people think it is a hype situation. Using primary education as an example, this research investigates whether ChatGPT-3.5 can achieve satisfactory performance on the Chinese Primary School Exams and whether it can be used as a teaching aid or tutor. We designed an experimental framework and constructed a benchmark that comprises 4800 questions collected from 48 tasks in Chinese elementary education settings. Through automatic and manual evaluations, we observed that ChatGPT-3.5’s pass rate was below the required level of accuracy for most tasks, and the correctness of ChatGPT-3.5’s answer interpretation was unsatisfactory. These results revealed a discrepancy between the findings and our initial expectations. However, the comparative experiments between ChatGPT-3.5 and ChatGPT-4 indicated significant improvements in model performance, demonstrating the potential of using LLMs as a teaching aid. This article also investigates the use of the trans-prompting strategy to reduce the impact of language bias and enhance question understanding. We present a comparison of the models' performance and the improvement under the trans-lingual problem decomposition prompting mechanism. Finally, we discuss the challenges associated with the appropriate application of AI-driven language models, along with future directions and limitations in the field of AI for education.
人工智能(AI)在改变教育方面的潜力已受到广泛关注。本研究旨在探索大型语言模型(LLM)在帮助学生学习和通过标准化考试方面的潜力,而很多人认为这是一种炒作情况。本研究以小学教育为例,探讨 ChatGPT-3.5 是否能在中国小学考试中取得令人满意的成绩,以及是否可用作教学辅助工具或辅导工具。我们设计了一个实验框架,并构建了一个基准,其中包括从中国小学教育环境中的 48 个任务中收集的 4800 道题。通过自动和人工评估,我们发现 ChatGPT-3.5 的通过率在大多数任务中都低于要求的准确率,而且 ChatGPT-3.5 的答案解释正确率也不尽如人意。这些结果表明,实验结果与我们最初的预期存在差异。不过,ChatGPT-3.5 和 ChatGPT-4 的对比实验表明,模型性能有了显著提高,这证明了使用 LLM 作为教学辅助工具的潜力。本文还研究了如何使用反向提示策略来减少语言偏差的影响并增强对问题的理解。我们比较了模型的性能以及在跨语言问题分解提示机制下的改进情况。最后,我们讨论了适当应用人工智能驱动的语言模型所面临的挑战,以及人工智能教育领域的未来发展方向和局限性。
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引用次数: 0
Impact of Gamified Learning Experience on Online Learning Effectiveness 游戏化学习体验对在线学习效果的影响
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-17 DOI: 10.1109/TLT.2024.3462892
Xiangping Cui;Chen Du;Jun Shen;Susan Zhang;Juan Xu
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is between the gamified learning experience and the effectiveness of online learning, remain to be further explored. This research article is based on the theory of gamified learning experience and uses structural equation modeling methodology to explore the relationship among the three dimensions of situation-based cognitive experience, collaboration-based social experience, and motivation-based subjectivity experience and the effectiveness of online learning. The results indicate that there is a significant positive correlation among the three dimensions, and all three dimensions have a significant positive impact on the online learning effectiveness. The subjective experience based on motivation has the greatest impact on the online learning effectiveness, and the other two dimensions have a significant positive impact on the online learning effectiveness. The impact on online learning effectiveness is similar. Finally, the article makes recommendations based on the research conclusions, expecting to provide a research foundation for enhancing the gamified learning experience and improving the effectiveness of online learning.
研究表明,游戏化学习体验可以有效改善在线学习中学生缺乏持续学习动力、容易产生倦怠等突出问题,从而提高在线学习的有效性。然而,如何提升在线学习中的游戏化学习体验,以及游戏化学习体验与在线学习效果之间的影响,还有待进一步探讨。本文以游戏化学习体验理论为基础,采用结构方程建模方法,探讨基于情境的认知体验、基于协作的社会体验和基于动机的主观体验三个维度与在线学习效果之间的关系。结果表明,三个维度之间存在显著的正相关,且三个维度均对在线学习效果有显著的正向影响。基于动机的主观体验对在线学习效果的影响最大,其他两个维度对在线学习效果也有显著的正向影响。对在线学习效果的影响类似。最后,文章根据研究结论提出了建议,期望为增强游戏化学习体验、提高在线学习效果提供研究基础。
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引用次数: 0
Guest Editorial Education in the World of ChatGPT and Generative AI 特约编辑 ChatGPT 和生成式人工智能世界中的教育
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-10 DOI: 10.1109/TLT.2024.3451050
Seng Chee Tan;Kay Wijekumar;Huaqing Hong;Justin Olmanson;Robert Twomey;Tanmay Sinha
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引用次数: 0
AI-Based Automatic Detection of Online Teamwork Engagement in Higher Education 基于人工智能的高等教育在线团队合作自动检测
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1109/TLT.2024.3456447
Alejandra J. Magana;Syed Tanzim Mubarrat;Dominic Kao;Bedrich Benes
Fostering productive engagement within teams has been found to improve student learning outcomes. Consequently, characterizing productive and unproductive time during teamwork sessions is a critical preliminary step to increase engagement in teamwork meetings. However, research from the cognitive sciences has mainly focused on characterizing levels of productive engagement. Thus, the theoretical contribution of this study focuses on characterizing active and passive forms of engagement, as well as negative and positive forms of engagement. In tandem, researchers have used computer-based methods to supplement quantitative and qualitative analyses to investigate teamwork engagement. Yet, these studies have been limited to information extracted primarily from one data stream. For instance, text data from discussion forums or video data from recordings. We developed an artificial intelligence (AI)-based automatic system that detects productive and unproductive engagement during live teamwork sessions. The technical contribution of this study focuses on the use of three data streams from an interactive session: audio, video, and text. We automatically analyze them and determine each team's level of engagement, such as productive engagement, unproductive engagement, disengagement, and idle. The AI-based system was validated based on hand-coded data. We used the system to characterize productive and unproductive engagement patterns in teams using deep learning methods. Results showed that there were $>$91% prediction accuracy and $< $7% mismatches between predictions for the three engagement detectors. Moreover, Pearson's $r$ values between the predictions of the three detectors were $>$0.844. On a scale of $-$1 (unproductive engagement) to 1 (productive engagement), the scores for all teams were 0.94 $pm$ 0.04, suggesting high productive engagement. In addition, teams tended to mostly be in productive engagement before transitioning to disengagement ($>$90.34% of the time) and to idle ($>$93.69% of the time). Before transitioning to productive engagement, we noticed almost equal fractions of teams being in idle and disengagement modes. These results show that the system effectively detects engagement and can be a viable tool for characterizing productive and unproductive engagement patterns in teamwork sessions.
研究发现,在团队中培养富有成效的参与能提高学生的学习成绩。因此,确定团队合作会议期间有成效和无成效时间的特征,是提高团队合作会议参与度的关键第一步。然而,认知科学的研究主要集中在描述生产性参与的水平。因此,本研究的理论贡献主要集中在描述主动和被动的参与形式,以及消极和积极的参与形式。与此同时,研究人员还使用基于计算机的方法来补充定量和定性分析,以调查团队合作参与度。然而,这些研究主要局限于从一种数据流中提取信息。例如,来自论坛的文本数据或来自录音的视频数据。我们开发了一种基于人工智能(AI)的自动系统,可以检测现场团队合作会议中的生产性参与和非生产性参与。本研究的技术贡献集中在使用互动会议的三个数据流:音频、视频和文本。我们对它们进行自动分析,并确定每个团队的参与程度,如生产性参与、非生产性参与、脱离参与和闲置参与。基于人工智能的系统根据手工编码的数据进行了验证。我们利用该系统,采用深度学习方法来描述团队中的生产性参与和非生产性参与模式。结果表明,三种参与度检测器的预测准确率为91%,预测不匹配率为7%。此外,三种检测器预测值之间的皮尔逊r值为$>0.844。在$-$1(非生产性参与)到$1(生产性参与)的范围内,所有团队的得分均为 0.94 $pm$ 0.04,表明生产性参与程度较高。此外,在过渡到脱离($>90.34% 的时间)和闲置($>93.69% 的时间)之前,团队往往大多处于生产性参与状态。在过渡到生产性参与之前,我们注意到处于闲置和脱离模式的团队比例几乎相等。这些结果表明,该系统能有效检测参与情况,并可作为一种可行的工具,用于描述团队工作会议中的生产性参与和非生产性参与模式。
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引用次数: 0
Exploring the Answering Capability of Large Language Models in Addressing Complex Knowledge in Entrepreneurship Education 探索大语言模型在创业教育中处理复杂知识的应答能力
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-09-09 DOI: 10.1109/TLT.2024.3456128
Qi Lang;Shengjing Tian;Mo Wang;Jianan Wang
Entrepreneurship education is critical in encouraging students' innovation, creativity, and entrepreneurial spirit. It provides essential skills and knowledge, enabling them to open their creative potential and apply innovative thinking across diverse professional fields. With the widespread application of large language models in education, intelligent-assisted teaching in entrepreneurship education is stepping into a new learning phase anytime and anywhere. Entrepreneurship education extends across interdisciplinary knowledge fields, incorporating subjects like finance and risk management, which require advanced mathematical computational skills. This complexity presents new challenges for artificial-intelligence-assisted question-and-answer models. The study explores how students can maximize the knowledge repository of current large language models to improve learning efficiency and experimentally validates the performance differences between large language models and graph convolutional reasoning models regarding the complex semantic reasoning and mathematical computational demands in entrepreneurship education questions. Based on case studies, it is found that despite the broad prospects of large language models in entrepreneurship education, they still need to improve in practical applications. Especially in tasks within entrepreneurship education that demand precision, such as mathematical computations and risk assessment, the accuracy and efficiency of existing models still need improvement. Therefore, further exploration into algorithm optimization, model fusion, and other technical enhancements can improve the processing capabilities of intelligent question-and-answer systems for specific domain issues, aiming to meet the practical needs of entrepreneurship education.
创业教育对于鼓励学生的创新、创造和创业精神至关重要。创业教育为学生提供必要的技能和知识,使他们能够开启创造潜能,将创新思维应用于不同的专业领域。随着大语言模型在教育领域的广泛应用,创业教育中的智能辅助教学正步入随时随地学习的新阶段。创业教育涉及跨学科知识领域,融合了金融、风险管理等需要高级数学计算技能的学科。这种复杂性对人工智能辅助问答模型提出了新的挑战。本研究探讨了学生如何最大限度地利用当前大型语言模型的知识库来提高学习效率,并通过实验验证了大型语言模型和图卷积推理模型在创业教育问题的复杂语义推理和数学计算需求方面的性能差异。基于案例研究发现,尽管大语言模型在创业教育中的应用前景广阔,但在实际应用中仍需改进。特别是在创业教育中对精确度要求较高的任务中,如数学计算和风险评估,现有模型的精确度和效率仍有待提高。因此,进一步探索算法优化、模型融合等技术改进,可以提高智能问答系统对特定领域问题的处理能力,从而满足创业教育的实际需求。
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引用次数: 0
Bring the Intelligent Tutoring Robots to Education: A Systematic Literature Review 将智能辅导机器人引入教育:系统性文献综述
IF 3.7 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-29 DOI: 10.1109/tlt.2024.3428366
Xinyue Zhang, Fangqing Zhu, Kun Wang, Guitao Cao, Yaofeng Xue, Mingzhuo Liu
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引用次数: 0
HSVRS: A Virtual Reality System of the Hide-and-Seek Game to Enhance Gaze Fixation Ability for Autistic Children HSVRS:增强自闭症儿童凝视固定能力的捉迷藏游戏虚拟现实系统
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-29 DOI: 10.1109/TLT.2024.3451462
Chengyan Yu;Shihuan Wang;Dong Zhang;Yingying Zhang;Chaoqun Cen;Zhixiang You;Xiaobing Zou;Hongzhu Deng;Ming Li
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a hide-and-seek game within a virtual environment, particularly with a customized avatar resembling a familiar figure, would significantly enhance gaze fixation skills compared to traditional interventions without supplementary virtual reality (VR) intervention. In total, 36 children with ASD were involved in this pilot study in three groups: the avatar customized group, the avatar uncustomized group, and the control group. The control group only received human intervention, while the avatar group received additional VR-assisted interventions. The effect of HSVRS was measured by a six-point Likert subjective questionnaire and demonstrated significant improvements in gaze fixation abilities in the VR-assisted intervention groups compared to the control group ($P$ = 0.006, 0.001). Moreover, the avatar customized group, which interacted with a familiar-looking avatar, obtained noticeable increments in gaze fixation metrics ($P$ = 0.036, 0.005, 0.001). Experimental results show the effectiveness of utilizing VR technology to complement regular interventions in terms of improving gaze fixation abilities for young children with ASD.
许多被诊断患有自闭症谱系障碍(ASD)的儿童在交流和社交中表现出异常的注视模式。在本研究中,我们旨在调查捉迷藏虚拟现实系统(HSVRS)在提高自闭症儿童凝视固定能力方面的有效性。我们的假设是,与没有辅助虚拟现实(VR)干预的传统干预相比,在虚拟环境中参与捉迷藏游戏,尤其是与类似熟悉人物的定制化身一起参与游戏,将显著提高凝视固定能力。共有 36 名患有 ASD 的儿童参与了这项试验研究,分为三组:定制头像组、未定制头像组和对照组。对照组只接受人工干预,而头像组则接受额外的 VR 辅助干预。HSVRS 的效果通过六点李克特主观问卷进行测量,结果显示,与对照组相比,VR 辅助干预组的凝视固定能力有显著提高($P$ = 0.006,0.001)。此外,头像定制组在与熟悉的头像互动后,凝视固定指标也有了明显提高($P$ = 0.036, 0.005, 0.001)。实验结果表明,利用虚拟现实技术辅助常规干预,对提高患有自闭症的幼儿的凝视固定能力非常有效。
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引用次数: 0
Implementing Artificial Intelligence in Physiotherapy Education: A Case Study on the Use of Large Language Models (LLM) to Enhance Feedback 在物理治疗教育中实施人工智能:使用大型语言模型(LLM)加强反馈的案例研究
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-26 DOI: 10.1109/TLT.2024.3450210
Ignacio Villagrán;Rocío Hernández;Gregory Schuit;Andrés Neyem;Javiera Fuentes-Cimma;Constanza Miranda;Isabel Hilliger;Valentina Durán;Gabriel Escalona;Julián Varas
This article presents a controlled case study focused on implementing and using generative artificial intelligence, specifically large language models (LLMs), in physiotherapy education to assist instructors with formulating effective technology-mediated feedback for students. It outlines how these advanced technologies have been integrated into an existing feedback-oriented platform to guide instructors in providing feedback inputs and establish a reference framework for future innovations in practical skills training for health professions education. Specifically, the proposed solution uses LLMs to automatically evaluate feedback inputs made by instructors based on predefined and literature-based quality criteria and generates actionable textual explanations for reformulation. In addition, if the instructor requires, the tool supports summary generation for large sets of text inputs to achieve better student reception and understanding. The case study describes how these features were integrated into the feedback-oriented platform, how their effectiveness was evaluated in a controlled setting with documented feedback inputs, and the results of its implementation with real users through cognitive walkthroughs. Initial results indicate that this innovative implementation holds great potential to enhance learning and performance in physiotherapy education and has the potential to expand to other health disciplines where the development of procedural skills is critical, offering a valuable tool to assess and improve feedback based on quality standards for effective feedback processes. The cognitive walkthroughs allowed us to determine participants' usability decisions in the face of these new features and to evaluate the perceived usefulness, how this would integrate into their workload, and their opinion regarding the potential for the future within this teaching strategy. This article concludes with a discussion of the implications of these findings for practice and future research directions in this developing field.
本文介绍了一项受控案例研究,重点是在物理治疗教育中实施和使用生成式人工智能,特别是大型语言模型(LLMs),以协助教师为学生制定有效的技术中介反馈。该研究概述了如何将这些先进技术集成到现有的反馈导向平台中,以指导教师提供反馈输入,并为未来卫生专业教育实践技能培训的创新建立参考框架。具体来说,所提出的解决方案使用 LLMs,根据预定义和基于文献的质量标准自动评估指导教师的反馈输入,并生成可操作的文本解释,以便重新表述。此外,如果指导教师需要,该工具还支持生成大量文本输入的摘要,以便学生更好地接收和理解。本案例研究介绍了如何将这些功能集成到以反馈为导向的平台中,如何在受控环境下通过记录反馈输入评估其有效性,以及通过认知演练在真实用户中的实施结果。初步结果表明,这种创新的实施方式在提高物理治疗教育的学习和绩效方面具有巨大的潜力,并有可能扩展到对程序技能的发展至关重要的其他健康学科,为根据有效反馈过程的质量标准评估和改进反馈提供了宝贵的工具。通过认知演练,我们确定了参与者在面对这些新功能时的可用性决定,并评估了他们所感受到的实用性、如何将其融入他们的工作量,以及他们对这一教学策略未来潜力的看法。本文最后讨论了这些发现对这一发展中领域的实践和未来研究方向的影响。
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引用次数: 0
Boundary Conditions of Generalizing Predictive Models for Academic Performance: Within Cohort Versus Within Course 学业成绩通用预测模型的边界条件:队列内与课程内
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-13 DOI: 10.1109/TLT.2024.3443079
Sonja Kleter;Uwe Matzat;Rianne Conijn
Much of learning analytics research has focused on factors influencing model generalizability of predictive models for academic performance. The degree of model generalizability across courses may depend on aspects, such as the similarity of the course setup, course material, the student cohort, or the teacher. Which of these contextual factors affect generalizability and to what extent is yet unclear. The current study explicitly compares model generalizability within course versus within cohort of predictive models. This study considered 66 behavioral indicators, which are commonly used in the literature. Indicators regarding frequency and duration of online study time, accessing study material, time management, assignments and quizzes, and weekly measures, were extracted from the university's learning management system. Numerical and binary predictive models were generated via recursive feature selection. Model generalizability was evaluated in terms of both model stability and model performance. The results showed that model stability was better for numerical models generalized within course compared to models generalized within cohort or across course and across cohort. Nevertheless, model stability was low for the binary models and only moderate for numerical models under all the conditions. Concerning model performance, the increase in estimation error after model generalizability depends on the initial model performance for models generalized within course and within cohort. Contrary to previous research, with respect to performance, we found no difference between model generalizability within cohort and within course. We suspect that performance reduction after any form of model generalizability depends on initial performance.
大部分学习分析研究都集中在影响学业成绩预测模型通用性的因素上。跨课程的模型泛化程度可能取决于课程设置、课程材料、学生群体或教师等方面的相似性。这些背景因素中哪些会影响泛化程度,影响程度有多大,目前还不清楚。目前的研究明确比较了预测模型在课程内和学生群内的可推广性。本研究考虑了文献中常用的 66 个行为指标。从大学的学习管理系统中提取了有关在线学习时间的频率和持续时间、获取学习材料、时间管理、作业和测验以及每周措施的指标。通过递归特征选择生成了数字和二元预测模型。从模型稳定性和模型性能两个方面对模型的可推广性进行了评估。结果表明,与同组内或跨课程和跨同组的模型相比,课程内通用的数值模型的稳定性更好。然而,在所有条件下,二元模型的模型稳定性较低,而数值模型的稳定性适中。在模型性能方面,对于课程内和队列内的泛化模型,模型泛化后估计误差的增加取决于初始模型的性能。与之前的研究相反,在性能方面,我们发现在队列内和课程内的模型泛化没有差异。我们认为,任何形式的模型泛化后,性能的降低都取决于初始性能。
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引用次数: 0
Improving Ray Tracing Understanding With Immersive Environments 利用沉浸式环境提高光线跟踪理解能力
IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-08-12 DOI: 10.1109/TLT.2024.3436656
Nuno Verdelho Trindade;Lídia Custódio;Alfredo Ferreira;João Madeiras Pereira
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using immersive environments for incrementing the understanding of ray tracing. We focus on improving the knowledge of the technique in experienced users, particularly Master of Computer Science students minoring in a computer-graphics-related area. We argue that exploring the ray tracing process in an immersive visualization environment can further improve the understanding of ray tracing acquired using conventional means. With that objective, this study starts by presenting RayTracerVR, a virtual reality prototype tool for learning the mechanisms of ray tracing. This tool can be used to visually explore and interact with the different aspects of the technique. It allows users to observe the progression of the rays throughout the sequential stages of the ray tracing process and analyze its corresponding computer pseudocode. The study includes user evaluation where RayTracerVR is employed to assess improvements in ray tracing understanding. The prototype's usability is also assessed. The findings indicate that using the ray tracing immersive learning environment results in a supplemental increase in understanding in users who have previously learned ray tracing using conventional means.
光线跟踪是一种计算机图形技术,用于通过物理模拟光线的行为来产生逼真的视觉效果。虽然这种技术可以简单明了地描述,但要完全理解它可能会很困难。课堂教学中通常使用二维格式,如纸张或黑板。我们建议使用沉浸式环境来加深对光线追踪的理解。我们的重点是提高经验丰富的用户,尤其是计算机科学硕士学生对计算机图形学相关领域的了解。我们认为,在身临其境的可视化环境中探索光线跟踪过程,可以进一步提高使用传统方法获得的对光线跟踪的理解。为此,本研究首先介绍了 RayTracerVR,这是一种用于学习光线追踪机制的虚拟现实原型工具。该工具可用于对光线追踪技术的不同方面进行可视化探索和互动。用户可以在光线追踪过程的各个阶段观察光线的进展,并分析相应的计算机伪代码。研究包括用户评估,通过使用 RayTracerVR 来评估光线追踪理解能力的提高情况。此外,还对原型的可用性进行了评估。研究结果表明,使用光线追踪沉浸式学习环境可以补充提高以前使用传统方法学习光线追踪的用户的理解能力。
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IEEE Transactions on Learning Technologies
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