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Perception-Driven Learning: Enhancing Online Content Adoption in Children through Eye-Tracking and Virtual Reality

Implementing Organization

Indian Institute Of Technology Delhi
Principal Investigator
Mr. Jitender Jitender
Indian Institute Of Technology Delhi
jitendernit1724@gmail.com

Project Overview

With online learning now a part of early childhood education, it is necessary to generate content that takes into consideration the way children see, decode, and interact with the cyberphysical world. Although, the maximum available e-learning platforms nowadays come with a static curriculum & a conservative linear model, which heavily hinders personalization in terms of perception & learning style. Such systems usually are not designed to take account of the dynamic attention span, varied intellectual ability and sensory preferences of young learners & their neurodevelopmental variants [4]. Eye-tracking (ET) technology has appeared as an impactful device to compute the visual observation and engagement, giving a non-invasive, real-time stats on how users interact with the environment. This study shows the potential of ET to generate more appealing and easily adaptive learning media by demonstrating how well screen-based pedagogical supports (SBPS) can retain the youngster conscious [2,3]. Despite this, ET is still neglected in online education environments, mainly for adaptive interventions and children specific material formation. Moreover, most of the ET research studies are restricted to the screen-based interactions and flat, a very limited understanding has been done on how children react to rich and spatial learning environments [2,3]. Other systems, like Virtual reality, provide a natural 3d environment, which boosts engagement and motivation. Studies highlight VR affect humans of across education levels and also shows educational VR games are popular in both health sector and non-classroom contexts. But VR is still not used enough to figure out how children interact with information. Combining ET with VR is a new way to make learning environments that change based on how children think, learn, and look [1,5,7,8]. In this proposal, a novel framework is proposed, in which we integrate real-time ET data with immersive VR settings to look how youngsters aged 6-18 experience and use online eLearning materials. Special attention will be paid to neurodiversity, including children diagnosed with Autism Spectrum Disorder, who often display unique visual attention patterns and learning preferences [1,3]. Using remote eye trackers/ wearable devices linked with VR content produced in Unity 3D, the study will gather critical information such as saccade amplitude, time to first fixation & fixation duration. The VR material will be age-appropriate and curriculum-aligned, including Live streaming, visual narrative, exploratory tasks, and interactive puzzles designed to replicate typical online learning formats [4,6]. Finally, our aim is to build a dynamic, gaze-responsive immersive virtual environment skill development framework that modifies to youngster cognitive & perceptual needs providing a high accessible, interactive and adaptive eLearning interaction especially for different student population, including those with neural development variations.
Funding Organization
Quick Information
Area of Research
Engineering Sciences
Focus Area
Mechanical Engineering
Start Date
25 Nov 2025
End Date
24 Nov 2027
Status
ongoing
Output
No. of Research Paper
00
Technologies (If Any)
00
No. of PhD Produced
00
Publications
00
No. of Patents
Filed : 00
Grant : 00
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