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Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker

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Innovative Technologies and Learning (ICITL 2019)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11937))

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  • The original version of this chapter was revised: the affiliation of the authors listed the incorrect country. This was corrected. The correction to this chapter is available at https://doi.org/10.1007/978-3-030-35343-8_90

Abstract

The immersion of virtual reality (VR) has transcended the existing experience of multimedia teaching. This paper aims to design a virtual reality eye tracker device to analyze the cognitive process of program debugging by adopting virtual reality technology to build a 3D code rendering system and, at the same time, using eye tracking technology to study visual attention as well as to analyze and compare the differences in internal behavioral cognition in terms of program debugging. This paper has 32 students as participants who have studied C++ programming language courses for more than one year in the department of computer science. With Unity 3D development tool, the experiment creates a virtual classroom scene and C++ programming language code. The participants’ eye movements are recorded by an eye tracker device integrated in a Head-Mounted Display (HMD). The eye movement defines the regions of interest (ROIs) according to the division of the program’s function, and the difference in visual attention between various ROIs in the code is discussed when the participant performs the program debugging task. The finding results are expected to improve the dilemma of the existing programming teaching, so that the instructors can provide appropriate teaching aids for students to achieve the purpose of programming teaching and improving the students’ programming competence.

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Change history

  • 18 November 2019

    In Chapter “Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker”:

    The original version of this chapter was revised. The affiliation of the authors listed the incorrect country. It was corrected to “Taiwan, Republic of China.”

    In Chapter “A Systematic Literature Review of Qualitative Gamification Studies in Higher Education”:

    The original version of this chapter was revised. Corrections, which were not incorporated during the proofing stage due to a technical error, were incorporated. These corrections affected citations, references, and an author’s affiliation. Typographical errors were also corrected and the email addresses of all authors were added.

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Correspondence to Chun-Chia Wang .

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Wang, CC., Hung, J.C., Wang, SC., Huang, YM. (2019). Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker. In: Rønningsbakk, L., Wu, TT., Sandnes, F., Huang, YM. (eds) Innovative Technologies and Learning. ICITL 2019. Lecture Notes in Computer Science(), vol 11937. Springer, Cham. https://doi.org/10.1007/978-3-030-35343-8_11

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  • DOI: https://doi.org/10.1007/978-3-030-35343-8_11

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-35342-1

  • Online ISBN: 978-3-030-35343-8

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