Handheld Virtual Reality for Informal STEAM Education: Exploring its Application, User Experience, and User Interface
dc.contributor.author | Moon, Hayoun | en |
dc.contributor.committeechair | Jeon, Myounghoon | en |
dc.contributor.committeemember | Gabbard, Joe L. | en |
dc.contributor.committeemember | Lim, Sol Ie | en |
dc.contributor.committeemember | Lee, Sang Won | en |
dc.contributor.department | Industrial and Systems Engineering | en |
dc.date.accessioned | 2025-05-03T08:00:19Z | en |
dc.date.available | 2025-05-03T08:00:19Z | en |
dc.date.issued | 2025-05-02 | en |
dc.description.abstract | Virtual reality (VR) is an emerging technology that offers immersive and novel experiences. Despite its increasing adoption in public and social settings, such as museums and exhibitions, traditional VR head-mounted displays (HMDs) present barriers for certain user groups. These challenges include motion sickness, hygiene concerns associated with shared devices, discomfort with public use, and the inconvenience of limited device availability. Handheld VR presents a promising alternative by leveraging widely available devices, such as tablets and smartphones, as viewports for interacting with virtual environments. Functioning similarly to augmented reality (AR), handheld VR allows users to remain connected to both the virtual and physical worlds, offering a safer experience with spatial awareness and facilitating richer interpersonal communication through nonverbal cues (e.g., gestures, facial expressions). While prior research has largely focused on enhancing the immersive qualities of HMD-based VR, limited attention has been given to understanding handheld VR experiences. This dissertation addresses this gap by conducting a series of studies exploring the potential application of handheld VR across different domains and settings. The first study examined how handheld VR facilitates engagement in an informal learning context by analyzing young learners' interactions with a handheld VR-based program at a science museum. The findings provide design guidelines for creating social and engaging learning experiences through interactive virtual environments. The second study explored the application of handheld VR in the arts domain through focus group and expert interviews. Based on the findings, this study developed a taxonomy outlining fundamental components of handheld VR art and established design guidelines for stakeholders interested in creating inclusive and creative experiences. Building on these application-focused studies, the third and fourth studies investigated user interface design for handheld VR, given the unique challenge of interacting with a three-dimensional environment through a two-dimensional display. The findings offer design considerations for developing user interfaces for room-scale handheld VR experiences. Collectively, this dissertation expands the understanding of how handheld VR promotes socially engaging and more accessible experiences, particularly in informal learning and creative domains. Additionally, it contributes to the theoretical understanding of user behavior in handheld VR, including its alignment with established frameworks such as Fitts' Law. | en |
dc.description.abstractgeneral | Virtual reality (VR) is becoming increasingly popular in museums, exhibitions, and social gatherings, offering unique and immersive experiences. However, traditional VR headsets (HMDs) can be inconvenient for many users due to issues such as motion sickness, hygiene concerns, discomfort in public settings, and limited device availability. Handheld VR provides an alternative by using widely available devices like tablets and smartphones to explore virtual environments. Unlike headsets, handheld VR allows users to stay aware of their surroundings while still engaging with digital content, making it easier to interact with others through gestures, facial expressions, and shared screens. While most research has focused on improving VR headsets, there has been little exploration of how handheld VR can enhance interactive experiences. This dissertation aims to fill that gap by studying how handheld VR can be used across different settings to create more social and accessible learning and creative experiences. The first study explored how children engage with handheld VR in a science museum, examining how it supports learning and interaction. The findings provide insights into designing educational VR experiences that encourage exploration and social engagement. The second study investigated how handheld VR can be used in the arts by collaborating with artists and experts. This research led to a framework that outlines key components of handheld VR in artistic expression and provides design recommendations for artists, designers, and developers interested in using this technology to create interactive and inclusive experiences. The third and fourth studies focused on how people interact with virtual objects using handheld VR, particularly how they navigate 3D spaces using a 2D screen. The findings help improve the design of handheld VR interfaces, making them more intuitive and efficient. Together, this research shows how handheld VR can enhance learning, creativity, and social interaction. By making VR more accessible and engaging, handheld VR has the potential to bring immersive digital experiences into everyday spaces, from museums to classrooms to artistic collaborations. | en |
dc.description.degree | Doctor of Philosophy | en |
dc.format.medium | ETD | en |
dc.identifier.other | vt_gsexam:42768 | en |
dc.identifier.uri | https://hdl.handle.net/10919/129367 | en |
dc.language.iso | en | en |
dc.publisher | Virginia Tech | en |
dc.rights | In Copyright | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.subject | STEAM Education | en |
dc.subject | Handheld Virtual Reality | en |
dc.subject | Fitts' Law | en |
dc.title | Handheld Virtual Reality for Informal STEAM Education: Exploring its Application, User Experience, and User Interface | en |
dc.type | Dissertation | en |
thesis.degree.discipline | Industrial and Systems Engineering | en |
thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
thesis.degree.level | doctoral | en |
thesis.degree.name | Doctor of Philosophy | en |
Files
Original bundle
1 - 1 of 1