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This study aimed to empirically test the design effectiveness of a classroom management simulation in an augmented reality (AR) setting. We manipulated the type of interactions with student avatars (active AR-enabled interaction vs. passive video viewing) in two realistic scenarios with different levels of emotional intensity (low intensity vs. high intensity) and measured users’ perceived avatar realism and scenario usefulness. An experimental design was used with a one-way multivariate analysis of variance with repeated measures. Forty-six undergraduate students were participated. The results showed that participants in the AR-interaction condition perceived avatar realism significantly higher than those in the non-interactive video condition. Also, participants perceived the high emotional intensity scenario to be significantly useful than the low emotional intensity scenario.