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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>teachers.⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ayodele Ogegbo</string-name>
          <email>ayodeleo@uj.ac.za</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ivan Moser</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Martin Hlosta</string-name>
          <email>martin.hlosta@ffhs.ch</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Per Bergamin</string-name>
          <email>per.bergamin@ffhs.ch</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Umesh Ramnarain</string-name>
          <email>uramnarain@uj.ac.za</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christo Van der Westhuizen</string-name>
          <email>christovdw@uj.ac.za</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mafor Penn</string-name>
          <email>mpenn@uj.ac.za</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Noluthando Mdlalose</string-name>
          <email>nmdlalose@uj.ac.za</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Koketso Pila</string-name>
          <email>kpila@uj.ac.za</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Swiss Distance University of Applied Sciences</institution>
          ,
          <addr-line>Schinerstrasse 18, 3900 Brig</addr-line>
          ,
          <country country="CH">Switzerland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Although immersive virtual reality (IVR) technology is becoming increasingly accessible, head-mounted displays with eye tracking capability are more costly and therefore rarely used in educational settings outside of research. This is unfortunate, since combining IVR with eye tracking can reveal crucial information about the learners' behavior and cognitive processes. To overcome this issue, we investigated whether the positional tracking of learners during a short teaching exercise in IVR (i.e., microteaching) may predict the actual fixation on a given set of classroom objects. We analyzed the positional data of pre-service teachers from 23 microlessons by means of a random forest and compared it to two baseline models. The algorithm was able to predict the correct eye fixation with an F1-score of .8637, an improvement of .5770 over inferring eye fixations based on the forward direction of the IVR headset (head gaze). The head gaze itself was a .1754 improvement compared to predicting the most frequent class (i.e., Floor). Our results indicate that the positional tracking data can successfully approximate eye gaze in an IVR teaching scenario, making it a promising candidate for investigating the pre-service teachers' ability to direct students' and their own attentional focus during a lesson. virtual reality, eye gaze, eye tracking, positional tracking, teacher education, microteaching, multimodal Joint Proceedings of LAK 2024 Workshops, co-located with 14th International Conference on Learning Analytics and ∗Corresponding author. †These authors contributed equally.</p>
      </abstract>
      <kwd-group>
        <kwd>learning analytics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Immersive virtual reality (IVR) enables the delivery of educational content in situations where
traditional in-person instruction would be dangerous, impossible, counterproductive, or simply
CEUR
Workshop
Proceedings
too expensive [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Not surprisingly, there has been a steady increase in research interest,
investigating the promise and pitfalls of VR in education [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Besides the situational benefits, another important strength of IVR is hardware related.
Modern consumer IVR headsets are equipped with an array of various built-in sensors. Originally
designed to enable and enhance the experience of immersive games, they can also be exploited
for the purpose of gathering real-time user data that can be related to the learning process
and outcome. For example, positional data can provide insight about learning outcome [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],
cognitive load [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and social interactions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        One particular sensor that has been previously hardly accessible but is finding its way into
consumer devices is eye tracking. Put simply, video-based eye trackers emit
infrared/nearinfrared light and utilize the resulting corneal reflections and their spatial relation to the center
of the pupil to estimate eye gaze vectors [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In combination with IVR, eye tracking ofers
unprecedented opportunities to study human behavior and cognition [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. IVR allows creating
highly realistic and controlled environments, and modern game engines make it relatively easy
to record gaze directions and areas of interest (AOI) compared to mobile eye tracking systems
that track gaze in the real world. It has also been demonstrated that eye trackers integrated into
IVR headsets achieve suficient levels to reliably identify the current fixation location, provided
that the gaze targets of interest are not in close proximity [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Consequently, the value of eye tracking in IVR could be demonstrated across a wide range
of tasks. More specifically, eye tracking was shown to enhance user interactions in IVR, for
example object selection [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] or typing on a virtual keyboard [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In the context of education
and training, it is important to note that eye tracking can be used to infer cognitive load [11],
joint attention of learners [12], and the distribution of teachers’ visual attention in the classroom
[13]. This opens up many possibilities, ranging from personalized IVR learning experiences to
enhanced performance feedback for learners and teachers, respectively.
      </p>
      <p>However, despite the promising research findings, eye tracking is still underrepresented
in practical settings outside a scientific context. It is conceivable that the higher cost of IVR
headsets with integrated eye-trackers make these devices less accessible for educational use
cases. This is even more relevant in the case of collaborative learning, where a classroom would
need to be equipped with a higher number of head-mounted displays.</p>
      <p>Therefore, this study set out to investigate whether the position and orientation (i.e. pose) of
an IVR headset ofers a viable approximation of eye gaze. The research question was driven
by the idea that, provided head pose (hereafter referred to as head gaze) and eye gaze align
suficiently well, the former could be used to substitute the latter, therefore ofering a low-cost
alternative to IVR headsets with integrated eye trackers.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related Work</title>
      <p>Despite the high practical relevance, little research exists to date that studied whether head gaze
can suficiently approximate eye gaze in IVR. However, there is a recent study that argued that
head gaze can indeed serve as a proxy for eye gaze in the context of human-robot interaction
[14] when the aim is to teach a (virtual) robot about a person’s intent, i.e. what object a person
is intending to interact with. Similarly, head gaze has proven useful in a scenario involving the
collaboration with a virtual agent [15]. In this study, the use of bidirectional head gaze between
human participants and a virtual character was shown to have a similar positive efect on task
performance as bidirectional gaze using eye tracking.</p>
      <p>In the same vein, a few studies from the field of social psychology have utilized head gaze as
a proxy for social eye contact. For example, one study investigated how participants interacted
with a virtual physician during a simulated clinical visit [16]. The authors reported that the
emotional state of the participants influenced the amount of eye contact they made during the
conversation with the physician. Another IVR study tracked nonverbal behavior of participants
in a virtual classroom and found diferent patterns of head movement depending on the level
of self-reported social anxiety. Participants with higher level of anxiety exhibited more lateral
head movement, indicating increased room scanning behavior compared to participants with
low levels of anxiety [17].</p>
      <p>Both studies made the implicit assumption that users are mostly looking straight ahead when
wearing an IVR headset, thus exhibiting little eye-in-head motion range. Although it has shown
to be useful to approximate eye tracking with head tracking [15, 14], it is noteworthy that users’
eye movements in IVR can show quite substantial deviations from the forward direction of
the head pose. Sidenmark and Gellersen investigated the coordination of eye, head, and body
movements during gaze shifts [ 18]. They found that smaller gaze shifts of 25° visual angle or
less are predominantly performed with the eyes and without much contribution from the head
or torso. However, they also reported large inter-individual diferences between users in terms
of the eyes’ motion range, varying from 20° to 70° visual angle. In line with these findings,
another study recently found a high correspondence between eye and head movements in IVR,
leading to an accuracy of 75% for AOI with an angular size of 25°, with a substantial drop in
accuracy when the AOI were smaller [19].</p>
      <p>Taken together, the existing literature shows initial evidence that head gaze can be successfully
utilized to approximate eye gaze in IVR, provided that careful attention is directed towards the
design of the virtual objects (i.e., AOI). However, we are not aware of studies that investigated
the practicability of these findings in applied settings of learning or training. Therefore, the aim
of the study was twofold. First, we aimed to evaluate the similarity between eye and head gaze
in a dynamic virtual teaching scenario. Based on the previous findings, we hypothesized that
we would observe a high correspondence of head pose and eye gaze in a sparsely furnished
IVR training environment (i.e., a scene with predominantly large AOI). Second, we investigated
whether we could use a machine learning algorithm to successfully predict the correct eye gaze
targets based on the head gaze plus additional positional tracking data recorded from the IVR
headset and corresponding hand controllers.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Methods</title>
      <sec id="sec-4-1">
        <title>3.1. Participants and context</title>
        <p>Forty-five pre-service teachers (PSTs) at a large metropolitan university in South Africa
participated in the study. The sample consisted of third-year undergraduates from the Department of
Science and Technology education.</p>
        <p>As an integral part of their third-year curriculum, PSTs are practicing their teaching skills by
conducting several microlessons throughout their studies. Microlessons are defined as short
lesson presentations, typically revolving around a single, tightly defined topic [ 20]. The goal of
microlessons is to develop the PSTs’ pedagogical skills in a safe environment and to teach them
how to reflect on their own behavior.</p>
        <p>In the context of this study, PSTs chose one of sixteen topics from the subjects of biology,
physics and chemistry. Their task was to prepare the lesson and deliver it using a
learnercentered, inquiry-based teaching strategy inside the IVR environment. In an inquiry-based
science classroom, the teacher is seen as a facilitator, who provides ample opportunities for
learners to actively engage in the learning process [21, 22]. The study was approved by the
local ethics committee of the University of Johannesburg.</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. IVR Learning Environment</title>
        <p>The IVR application was co-designed with five teacher educators to ensure the alignment with
inquiry-based teaching. Hence, the IVR classroom was set up in the Unity Game Engine with
two types of tables 1) a main table to accommodate students during the introductory and closing
phases of the microlessons, and 2) three separate breakout tables, where groups of two to three
students could collaborate on a given task. The classroom was also equipped with a whiteboard
for slide presentations and drawings, and a flipchart for displaying quiz results. Furthermore,
there was a teacher’s podium that hosted a control panel to manipulate various classroom
functions (e.g., controlling the slides, starting a quiz, etc.). Importantly, it could also be used
to select, spawn, and move 3D objects as well as students between tables. For illustration, a
screenshot of the IVR environment is depicted in Figure 1.
3.3. Procedure
description
type
x, y, z coordinates of the IVR headset, relative to the environ- input feature
ment
x, y, z coordinates from both hand controllers, relative to the input feature
head position
x, y, z components of the rotation vector (Euler angles) for the support
eye (average for left and right eye)
x, y, z components of the rotation vector (Euler angles) for the input feature
head
object in the classroom that intersected with the forward vector input feature
(ray cast) from the user’s head (computed in the game engine)
object in the classroom that intersected with the eye gaze vector target variable
of the user (computed in the game engine)
Before the participants delivered their microteaching lesson, they received a brief training about
the IVR classroom including a short hands-on experience to familiarize them with the available
tools and objects of the IVR classroom. Then, the PSTs carried out the teaching exercise while
changing roles after each microlesson. For example, in a group of four PSTs A, B, C, and D,
PST A would first take on the role of teacher, while the other three PSTs would assume the
role of students. After a maximum of 15 minutes allocated for the microlesson, they would
change roles and repeat the procedure until each PST had completed their lesson. Later, the
PSTs received individual feedback on their teaching behavior from their educator based on a
recording of the lesson and a learning analytics dashboard.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.4. Data collection and preparation</title>
        <p>From a total of 51 microlessons held, we selected 23 based on the following criteria: functional
version of the application able to record the eye rotation data (11 excluded sessions), minimum
duration of 5 minutes (17 excluded), and 2 lessons were excluded due to the reusage of the same
login for a teacher and a student in the same microlesson. This filtering resulted in excluding 6
out of 24 participants as teachers from the dataset. Eye gaze data was only collected for the
teacher roles because these participants wore a Meta Quest Pro headset with integrated eye
tracker as opposed to the Meta Quest 2 headsets for the student role. PSTs in the teacher role
received feedback on their eye gaze behavior via the learning analytics dashboard after the
lesson. Eye tracking was not available for the student roles due to the limited availability and
higher cost of the eye tracking enabled IVR headsets.</p>
        <p>Raw data was collected automatically from each device during the run of the microlessons.
The collected sensors included pose data (position and rotation) from the IVR headset and both
hand controllers, rotation for both eyes and the head and the objects where the user was gazing
at. These are summarized in Table 1. These sensory data were collected independently for
each user and sensor, with diferent sampling rate for each sensor - 10 Hz for positional data
and 20 Hz for the eye tracking data. Hence, the sensory data needed to be synchronized first.
This was done by creating 50ms time windows and taking a) the minimum value inside each
window time frame for the positional and rotational data and b) the union of all objects present
in the eye and head gazing data. Each collected row represents a 50ms long window from a
microlesson. Concatenating data from all microlessons generated N=439,749 rows.</p>
        <p>We modeled the problem as a multi-class classification. The target variable was the object that
was detected as being gazed at by the user’s eyes. Before training the model, the dataset had to
be cleaned. This included the removal of eye rotation values outside the reported field-of-view
of the IVR headset (representing recording failures) and saccades. Several approaches exist
to identify fixations and saccades, respectively. We used an Area-of-Interest Identification
algorithm, which defines a fixation as a group of consecutive gaze points that fall within the
same target area [23]. Groups that did not span a minimum duration of 100 ms were regarded
as saccades and excluded from the analysis. This filtering resulted in a reduced dataset of
N=186,864 rows.</p>
        <p>The gazed objects can distinguish between specific users, but since these users were diferent
across sessions, a class User was created to represent all the users. This processing resulted in a
dataset with N=338,040 rows with 13 diferent classes 1, recorded for 18 users in 23 microlessons,
with the average duration 16 minutes (min=5, max=28) and four other students on average
being present apart from the teacher (min=1, max=5).</p>
      </sec>
      <sec id="sec-4-4">
        <title>3.5. Analysis</title>
        <p>For the modeling, we utilized a Random Forest classifier. This selection was motivated by
Random Forest being often one of the best classifiers in Learning Analytics data [ 24], but also
in a recent study on VR data collected from an educational application [25]. We used the
implementation from the R ranger package [26]. Due to the large dataset, we did not perform
hyperparameter tuning and for the same reason, we used the version of training without
replacement and training on a .632 fraction of the data, setting the seed=123, and leaving all
other parameters default.</p>
        <p>We used 5-fold cross validation (i.e. always 80% of the dataset with 20% left for testing) with
the split was stratified by the class distribution. The random forest model (further referred
as ”CLASSIFIER”) was compared to two baseline models. 1) Model ”FLOOR” represents a
naive classifier that classifies all the instances to the majority class. 2) Model ”HEAD GAZE”
represents a model that is using the gazed object as derived from the head gaze. All the metrics
are reported as mean and standard deviation across the 5 testing folds.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Results</title>
      <p>For both the machine learning model and the baselines, we report usual metrics for a multiclass
classification, i.e. precision, recall and F1-score, which were averaged across all the classes
using a) the weighted and b) macro average. We focus more on the weighted average because
we think it is important to consider the distribution of the classes.</p>
      <p>The results of both average types are depicted in Figure 2. We see that the performance using
only the baseline model ”FLOOR” is very poor, both for the weighted and macro average. The
only value above .20 is a weighted-average recall, due to classifying the largest class afecting
the weighted average more than the macro. The ”HEAD GAZE” baseline performs better than
”FLOOR” on all the metrics, showing promising direction. However all the values are below .35,
which is still very poor performance.</p>
      <p>On the other hand, both averages reveal a steep increase in the performance for the
”CLASSIFIER” over both of the baselines, with the F1-score for the macro-average .7568 and the weighted
average .8637. The higher values of the weighted average are caused by a better performance
on the larger classes. This is expected, as some of the minor classes might not have a suficient
representation in the dataset to produce good results.</p>
      <p>A similar picture about the improvement of the machine learning model compared to the
baseline appears from Figure 3, depicting the heatmaps for the ”HEAD GAZE” and ”CLASSIFIER”
predictors. While the baseline model matrix is quite scattered, and full of misclassifications for
almost every class, the ”CLASSIFIER” model reveals a more pronounced diagonal line indicating
higher precision on all classes. For example, it is apparent that the ”HEAD GAZE”, misclassified
many objects as ”User”. This would indicate that a teacher is indeed paying closer attention
to students, a laudable feature of student-centered teaching. These false-positives for a ”User”
are significantly reduced for the ”CLASSIFIER” model. Still, the classifier is far from perfect,
especially because of the many misclassifications for the two largest classes ”Room Wall” and
”Room Floor”.</p>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion</title>
      <p>Investigating the use of positional tracking in a microteaching scenario, we found a low
correspondence of gaze targets inferred from eye tracking and the forward orientation of an IVR
headset, that is, comparing eye gaze and head gaze. This result suggests that head gaze alone
does not suficiently approximate eye gaze, which is in contrast to previous reports claiming that
the former can be used as proxy for the latter [15, 14]. However, our finding is consistent with
the notion that people exhibit substantial eye gaze deviations from the head forward direction
with large inter-individual diferences regarding the eye-in-head motion range [ 18]. Moreover,
it is noteworthy that contrary to controlled, experimental studies, we investigated positional
tracking in an applied training scenario. Teaching a microlesson in the IVR environment
entailed dynamic motion in terms of changing between diferent locations (”teleporting”) and the
handling of various interactive tools and objects.</p>
      <p>Nevertheless, we could demonstrate the usefulness of positional tracking data in IVR.
Although head gaze matched the eye gaze only poorly, submitting the positional data of the
IVR headset and hand controllers to a Random Forest classifier, the model was able to predict
the fixations of the eye tracking with high precision and recall. More specifically, the results
indicated a .8637 ± .0020 F1-score for weighted-average of the random forest. Compared to the
F1-score of .2867 ± .0017 for the baseline model with head gaze, this represents an improvement
of .5770.</p>
      <p>Despite the promising results regarding the usefulness of positional tracking data to predict
actual eye gaze during teaching in IVR, it is important to discuss potential limitations of our
approach to the data analysis. Although we trained and evaluated our classifier on diferent
data samples, both datasets contained data from the same individuals. It is therefore conceivable
that the resulting predictive performance is inflated, i.e., higher than if the model had been
evaluated on new participants. This holds particularly true as people show significant
interindividual diferences in eye movement behavior [ 18], which would make the prediction of
new participants’ behavior challenging. However, it is also important to emphasize that the
PSTs rotate roles in the teaching exercise. Therefore, it can be considered adequate to train
an algorithm on the PSTs’ data in a session when they are wearing an eye tracking enabled
headset, and use that model to make inferences about their gaze in the other sessions.</p>
      <p>Another potential limitation to note is that classical random forest classifiers do not generate
high-quality models on correlated data [27]. This stems from the violated assumption of
independent and identically distributed when dealing with longitudinal data. Therefore, a
future direction of our research is to use a more computationally intensive model (e.g. a long
short-term memory (LSTM) recurrent neural network) designed to handle time-series data.</p>
      <p>
        Finally, we would like to point out that, to our knowledge, no established, independent
estimates of the Meta Quest Pro’s eye tracking performance exist to date. A preliminary study
found an accuracy of 1.652º and a precision of 0.699º standard deviation, which is comparable
to other IVR devices with integrated eye tracking [28]. However, the authors of the study also
point out to be careful when interpreting fixation results. Their word of caution is related to the
ifndings that the validity and reliability of eye tracking in IVR is influenced by many interacting
factors, e.g. the placement of visual targets close or far from the periphery or vision correction
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Generally speaking, there is always a certain uncertainty involved in eye tracking research
in the absence of an external reference measurement. This is not a specific limitation of this
study but rather a general problem of eye tracking research.
      </p>
      <p>For future direction, we are planning to corroborate and validate our findings by a) employing
a more adequate machine learning model (see above) and b) investigating how well our results
transfer from the teacher to the student role. For this purpose, we are planning to equip students
with eye tracking enabled devices too. This would allow us to train and test an ML algorithm
on diferent sessions of the same PST in diferent roles. Showing that the good predictive
performance power of the positional data generalizes across diferent sessions could have
farreaching practical implications for teacher education. It would equip PSTs and their educators
with sophisticated, non-obtrusive ways to measure the attentional focus of teacher and students
during a teaching exercise. For example, it could be used to make inferences about the PSTs’
ability to distribute their attention to all students equally, and to make them aware of how their
behavior compares to that of experienced teachers [13]. Generally, visualizing the attentional
focus can greatly contribute to augmenting the feedback the PSTs receive from their peers and
educators, therefore improving this central component of teacher training [20].</p>
    </sec>
    <sec id="sec-7">
      <title>6. Conclusion</title>
      <p>In this study, we investigated to what extent we can approximate the eye gazed objects by
a) head gaze and b) a random forest classifier trained using the combination of position and
rotation data. This is in the context of an IVR classroom of PSTs practicing their lesson. We
found an added benefit of the machine learning model, which showed a good performance,
opposed to using only the rather poor results of the pure head gaze approximation. These
results are promising as they suggest that in some contexts, using cheaper devices might be
suficient to estimate the eye gaze of IVR users, and enable analytics possible currently only on
expensive devices with eye tracking.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>We would like to thank Lucas Martinic and Ferhan Özkan from XR Bootcamp GmbH for
programming the VR application and Deian Popic for creating the 3D assets used in the study.
The study was partially funded by a Higher Ed XR Innovation grant from the Tides Foundation.
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