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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>HoloLearn: Using holograms to support naturalistic interaction in virtual classrooms ?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Trist</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>n Quin</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>g Lim</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>us Sp</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Leiden Delft Erasmus Center for Education and Learning</institution>
          ,
          <addr-line>TU Delft</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>TU Delft</institution>
          ,
          <country country="NL">Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The NewMedia Center</institution>
          ,
          <addr-line>TU Delft</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Traditional online communications tools used in education are limited in terms of fostering naturalistic or life-like interaction. Such limited interactions in classrooms can negatively impact learning. Holograms are promising tools that show potential to overcome such limitations by a ording more life-like interactions in virtual classrooms. In this paper, we introduce the prototype built within the context of the project, "HoloLearn", which is currently ongoing and aims to foster lifelike interactions between teachers and students. Furthermore, we discuss the limitations of the current prototype and also the steps that need to be undertaken in the future.</p>
      </abstract>
      <kwd-group>
        <kwd>Mixed reality</kwd>
        <kwd>Holograms</kwd>
        <kwd>Online Classes</kwd>
        <kwd>Immersive Technologies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        According to the survey conducted by the student council at TU Delft and
the investigations of the 4TU Centre for Engineering Education, the Education
&amp; Student A airs of Wageningen University and Research, and the Education
and Learning Sciences chair group, 68.1% of the students indicated that online
education has a (very) negative e ect on their performance [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The study shows
that the limited social interactions and engagements in online classrooms, lead
to lack of energy and motivation in students. Correspondingly, educators who
took part in the study also indicated that the lack of student interaction, and
thereof engagement [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and feedback, in online video conferences a ected their
teaching.
      </p>
      <p>
        Engagement in online classrooms is inherently more di cult than in
colocated scenarios [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] which results in lower engagement. Furthermore, online
classrooms via conventional media such as Skype™, Zoom™or YouSeeU™o er
limited interactions between students themselves and between student and teacher.
Limited interaction leads to lack of presence [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], a form of engagement, which
in turn can negatively a ect learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Michele [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] also accentuates several
drawbacks of online classrooms such as the inability of the student to focus and
interact with teachers and other students, which can also negatively a ect
learning. Holograms as an immersive medium for online classrooms can potentially
address these shortcomings [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Holograms are 3D projections of
volumetric objects such that it retains the objects properties such as depth, parallax
etc, allowing it to blend in with the physical environment and provide a more
realistic learning experience. In this paper, we introduce a prototype of an
online classroom which utilises holographic technologies, built in the context of
the project "HoloLearn" (Holographic Learning). It aims to improve presence
in online classrooms with the help of holograms. We discuss the current
status of the prototypical development and necessary future works in the following
sections.
1.1
      </p>
      <sec id="sec-1-1">
        <title>Background</title>
        <p>
          The "Hololearn" project aims to develop the infrastructure required to conduct
holographic online lectures at TU Delft. In addition to simply providing a new
platform for conducting lectures, the project also aims to amplify presence in
online classrooms by using holograms in education. Presence as a state of alert
awareness, receptivity and connectedness to the mental, emotional and physical
workings of both the individual and the group in the context of their learning
environments and the ability to respond with a considered and compassionate
best next step [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Garrison et al. [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] identi ed three distinct elements of an
educational experience | cognitive presence, social presence, and teaching
presence. Li and Lefervre [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] argue that holograms can enhance teaching presence
(broadly characterised as the virtual \visibility" of an instructor in an online
learning environment [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]) and social presence (refers to their ability to present
themselves and their characteristics to others) among students in online
classrooms. Both teaching presence and social presence are vital for learning [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
Furthermore, with holograms, students can perceive the entirety of the teacher
as being a part of their physical surrounding which helps in promoting teaching
presence. Holograms also enable non-verbal signals such as posture and gestures
in an online settings, which facilitates better communication [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], interaction
and thus, engagement which leads to enhanced cognitive presence (related to
learners' ability to construct meaning through communication). Therefore, it
can be argued that amplifying presence in online classes can potentially lead to
enhanced learning.
        </p>
        <p>
          While concrete ndings on learning bene ts of using holograms in online
lectures are lacking, multiple studies have shown bene ts in other attributes that
can lead to better learning outcomes. Paredes et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] reported that the
students exposed to holographic teaching, experienced higher levels of learning ow
experience, a state of full immersion which is an indicator of learning
achievement [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], in comparison to traditional classes. Similarly, Li and Lefevre [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]
also reported that engagement increased in the holographic seminar compared
to non-holographic video conferencing. Engagement or presence, which refers to
students' e ort and involvement in the learning activities, is also regarded as
an important indicator of student performance [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. As such, use of holograms
in education shows potential for improving presence in online classrooms and
therefore, also the learning outcomes. In the following, we describe the
prototypical developments undertaken in the project "HoloLearn" in order to reap
the bene ts of holographic lecture.
2
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Holographic lecture</title>
      <p>The services provided by the "HoloLearn" prototype must be be accessible to
all students and support lectures with large number of students. Therefore, the
project uses a browser based 3D classroom environment to allow students with
varying computer resources to access lectures (see gure 1). However, it should be
noted that the holographic lecture can be hosted in other ways such as within a
virtual reality environment. However, due to virtual reality glasses currently not
readily available for all the students, we decided to rst implement the browser
based platform. The browser based classroom environment facilitates student
to student interaction, displaying of the teacher's 3D model and sharing of on
screen content along with audio channels. The goal in constructing the prototype
classroom was to identify and assess di erent technologies that are capable of
supporting such an experience.
The prototype is comprised of separate facilities for data capture, data
transmission and the construction of the classroom environment (see gure 2). The
primary motivation for separating these tasks is to encourage modularity. In
this way, it is possible to change the software or hardware resources used in
one facility without making substantial changes in any other. The data capture
component is primarily responsible for interfacing with speci c devices,
performing necessary preprocessing and packaging the content before transmission. The
transmission component ensures the correct routing of content streams between
users. For example, the video content of the teacher is forwarded to all of the
students' browsers and the teacher receives the video content of each student.
Finally, the classroom, or perhaps better named "playback" component, is where
all of the content culminates to create the 3D learning experience. All processing
related to rendering and graphical assets takes place in the classroom component.
The current facilities of the application are built for functionality and revolve
around the speci cs of the interactive classroom use case scenario. Alterations
in the functional or aesthetic design of any components to better suit a di erent
scenario are of course possible.</p>
      <p>Visual and LiDAR</p>
      <p>Capture
Device Specific</p>
      <p>Interfacing
Video Preprocessing</p>
      <p>Data Stream
Packaging
Capture</p>
      <p>Node.js + WebRTC</p>
      <p>Broadcaster
Session Manager
RTC Connector</p>
      <p>Transmission
WebRTC Peer-Peer</p>
      <p>Connections</p>
      <p>Video Stream Reception</p>
      <p>Dynamic 3D Model</p>
      <p>Generation</p>
      <p>Back-end
3D Environment</p>
      <p>Rendering
User Interface</p>
      <p>
        Front-end
Playback
The prototype currently supports the use of any device from the Intel RealSense
D and L product lines and the Microsoft Azure Kinect. All rendering of
holograms and graphical computation is handled through Three.js [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], a Javascript
library built upon WebGL.
      </p>
      <p>Turning depth data into a volumetric model can be done in more than one
way. Two techniques are used in this project: indexed mesh construction and
oating point cloud. Each technique o ers di erent advantages and
disadvantages. For instance, the mesh construction technique produces a model without
any visual gaps but at the cost of increased computation for every frame.
Alternatively, the oating point cloud is comparatively computationally simple but
less visually complete (see gure 3). Users have the option to alter the
appearance of the 3D model, for both methods of rendering, as seen by them in real
time. This includes: toggling the visibility of the 3D model, changing between
the two model types, changing the resolution of the 3D model and changing the
position of the 3D model within the classroom.
Point cloud capture, processing, transmission and modelling are all
computationally expensive operations. Subsequently, it is bene cial to have a suitable
alternative available for when the circumstances limit the usability and
experience of the 3D model. For this reason, an alternate path in the form of joint
and facial tracking is currently being explored. This approach is comparatively
light weight and reduces network load as a much lesser volume of data is being
transmitted. A similar result to that of a model constructed from a point cloud
is achieved with the use of a rigged model (containing a skeletal structure) of
the teacher and a dedicated facial geometry to better convey movements of the
facial muscles and expressions (see Figure 4.)</p>
      <sec id="sec-2-1">
        <title>Classroom and student experience</title>
        <p>Students are able to see and hear one another within the virtual classroom
environment facilitated by their browser. The placement of students is such that
it mimics the rows of seating in a physical classroom. A chat facility is also
available as an alternative to interacting with audio. Students are provided with
the typical options of an online meeting platform, such as disabling their video or
microphone. Most importantly, the students can view and listen to their teacher
as a hologram within the virtual environment (see Figure 5). This allows more
naturalistic interactions and communication between teachers and students.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Limitations and Future works</title>
      <p>
        The prototypical developments in "HoloLearn" are still in progress. A number of
improvements are in order. For example, LiDAR cameras are sensitive to
interference from other sources of infrared light, the most prevalent of which being sun
light. This prototype already employs image processing techniques to mitigate
this e ect but it is far from perfect. Finding e cient ways to completely remove
this interference in software would greatly increase the environment tolerance
and thus improve the versatility and uses cases of the product. Furthermore,
exploring methods that could increase the de nition of the 3D model while not
substantially increasing the computation load is a key area of interest in
furthering this project. Expanding the application to make use of multiple cameras to
capture a better representation of the teacher is also an area of interest.
Further improvements are also needed in transmission format. Data is currently
exchanged in the form of video streams. Subsequently, the data is subject to the
limitations of image encoding, speci cally compression, which tends to "muddy"
the depth data. Solving this issue is onerous as moving over to lossless video
transmission would con ict with the strict low latency requirement of this
application (the WebRTC protocol [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is currently used for this reason). A student
side, software based mitigation technique is currently the most suitable solution.
The joint and facial tracking use case eliminates this problem simply by nature
of what data is being captured (visual data vs. hierarchical joint data).
      </p>
    </sec>
  </body>
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