From Robots To Realities: Engineering Extended Reality for Learning and Collaboration

Andrew Rukangu

Major advisor: Dr. Kyle Johnsen

Committee: Dr.John Morelock, Dr. Beshoy Morkos, Dr. Fred Beyette

10/21/2026

Consumer Mixed Reality Can Become Both a Learning Tool and a Research Instrument

Making XR practical

The XR spectrum, and how we engineer it for practical use: alignment, networking, recording

Speech as a measure

How the audio XR already records becomes an unobtrusive measurement channel

A learner beside a life-size robot

What happens when learners program a true-scale robot themselves

Collaboration at scale

How groups share one MR space, and how we enable it

1

What are these realities anyway?

https://ixdf.org/literature/topics/virtuality-continuum

eXtended Reality (XR)

2

What are these realities anyway?

MR

VR

3

Practical Mixed Reality (MR) Needs Alignment and Networking

y

z

4

XR Lets Us Study People in Almost Any Setting

Almost any use case

training

Meetings

education

exposure therapy

designing together

games and play

Interfaces built for 3D

From mouse to hands

2D

Embodied

Getting around (locomotion)

walk

steer

teleport

What studies record

objective telemetry

where they

were

how they

moved

what they

did

physiology,

if available

subjective reports

surveys and

questionnaires

follow-up

interviews

5

Coding What People Say by Hand Does Not Scale

3,000 coding units

each could be a paragraph or sentence

× 4 codes

= 12,000 yes/no decisions

A new code turns up

reread all 3,000 units (worst case)

A second coder for reliability

double everything

6

Studies Code a Small Sample or Count Words Instead

Triage

Code a small sample, often the participants

whose numbers looked unusual/interesting

Most of what people said goes unread

Conversational metrics

Who spoke most: word counts,

speaking time, turns

What they said is lost

7

LLMs Can Code Every Unit, With a Human Steering

LLMs work natively on text, so they can apply a written code definition to every unit

One code at a time

a yes/no decision per code,

so the codes don't bleed

into each other

κ .60 → .68 (Dunivin, 2024)

Reason before deciding

a chain-of-thought rationale

for every decision

κ .59 → .68 (Dunivin, 2024)

Calibrate with a human

positive and negative

examples for every code,

checked against a human coder

(Chew et al., 2023)

8

Frontier LLMs Are Closed and Off-Site, So We Run an Ensemble Locally

ChatGPT

Claude

Gemini

New capabilities arrive at a rapid pace

Closed, so not repeatable

18 studies that used OpenAI models: 5 could run, 0 fully reproduced

(Angermeir et al., 2026)

Speech is sensitive data

An IEEE XR ethics report lists speech among the XR data that can adversely affect a user's privacy

(McGill, 2021)

institutional hardware

Gemma-3 27B

Llama-3.3 70B

Llama-4 Maverick

GPT-OSS 120B

Once transcribed, no audio or transcript leaves the institution

Every vote, weight and confidence archived: the analysis re-derives without running a model

Lost one of five models to a policy change mid-study: all five main findings held

9

Existing Tools Help a Person Code; They Do Not Code a Speech Corpus Unattended

Human-in-the-loop tools

CollabCoder

PaTAT

MindCoder

CoAIcoder

SenseMate

Built to assist a person, so someone must be available to code

They add time: SenseMate +49 s per coded unit

Closest: Kamen and Kamen (2025)

10 models, equal votes, scored against known answers

This work

Each vote weighted by its agreement with a human coder, on this codebook

We tested it in the wild

10

Speech Arrives in Fragments, So the Pipeline First Builds Codeable Units

Post-study interviews

One speaker at a time; questions and answers

interview recorder

Open-mic sessions

Several people talking while they work

headset open mic + a close-talk mic per participant for who spoke

Natural speech is fragmented and non-linear

Audio capture

Front ends

Codeable units

Back end

11

Front End A Turns Interview Fragments Into Participant Turns

1,169 codeable units from 30 post-study interviews

994 participant turns from 22 Study 2 interviews; 175 from 8 Study 1 interviews

Original turn

Context

Output

12

Front End B Splits Open-Mic Audio on Silence

120 recordings

14,870 fragments → 2,894 units

13

Several Models Code Every Unit, and Alignment with Human(s) Increase a Model’s Vote Weight

Audio capture

Front ends

Codeable units

Grounding

Per-code prompts

Weighted vote

Coded corpus

Human calibration

Archive

14

Run on Public Datasets, the Pipeline Fell Within the Range of Human Annotators

AnnoMI therapist behavior

.67

.87

.72

AnnoMI client talk

.54

.84

.72

GoEmotions

.29

.51

.46

0

.5

1

grey: range of human annotators · red: pipeline · Krippendorff's α, 0 to 1

Archival study

All three versions reproduced the published direction of the findings

Best single model ≥ vote

While not more accurate than all its members, the ensemble allows us to pick the best member

15

Your Turn: Which Emotions Does Each Reddit Comment Express?

qual-demo.rukangu.com

1

Enter a name (shown to the room; no email or password)

2

Tick the emotions in five Reddit comments

3

Compare your choices with the room and with three language models

Comments from GoEmotions (Demszky et al., 2020)

16
Live demoqual-demo.rukangu.com

A Local LLM Pipeline for Coding XR Speech

Lessons on Grounding, Calibration, and Ensemble Reliability · under review at CHI 2027

Andrew Rukangu · Yuqian Ni · Jordan Smothers · Sun Joo (Grace) Ahn · Kyle Johnsen

17

Learning to Program a Real Robot Is Limited by Access, Cost, and Risk

Costly and shared

Shared across courses and research projects, so access depends on schedules and supervisors

Unforgiving

Beginner mistakes can injure the learner or damage the equipment

Workarounds lose something

Miniatures lose scale and safety realities; remote labs run programs in batches; desktop simulators turn a 3D task into 2D mouse movements

MR can bring several users together

MR can bring models into the environment

MR can connect remote users

18

Immersion Raises Presence, but Whether It Builds Confidence Is Unsettled

What is known

Physical setups and their AR equivalents (Knierim et al., 2020)

AR/VR can stand in for tangible labs (Knierim et al., 2020; Franzluebbers et al., 2021), though not always (Peeters et al., 2023)

MR robot programming can be faster with lower workload (Gadre et al., 2019)

Immersion raises presence and agency, but not always self-efficacy (Petersen et al., 2022)

Few immersive systems give the instructor a role (Radianti et al., 2020)

Our two studies

Study 1

Watch a life-size physical or AR robot after desktop programming → motivation

Study 2

Program the robot yourself in MR or on a desktop, same content → self-efficacy

Why compare with a desktop

91% vs 4%

of undergraduates had a laptop vs an AR or VR headset (Galanek et al., 2018)

Familiar controls give it a fluency advantage

19

Study 1: Students Programmed a Desktop Robot, Then Watched a Life-Size Robot Run the Task

Andrew Rukangu · John R. Morelock · Kyle Johnsen · Deborah O. Moyaki · Computers in Education Journal, 2025

1 · Desktop tutorial

2 · Stack three blocks into a pyramid

3 · Watch the task on a physical UR10…

…or a life-size AR UR10

8 first- and second-year students, 4 per robot · 90 minutes · then a MUSIC interview

20

A Physical Robot is more useful. AR robot is Interesting. Desktop Robot builds success.

Desktop robot

Interest and success

“It was presented in a game format”

Every student solved the pyramid task, after 2 to 9 resets

Physical robot

Usefulness

“whatever I can do virtually I can do physically too”

AR robot

Interest, through novelty

“I've never used VR so it was cool seeing it”

All 4 AR students mentioned its novelty, against 1 of 4 in the physical group

Success and empowerment were similar across groups. The LLM pipeline later reproduced the usefulness and interest contrast.

21

Study 2: 22 Novices Programmed the Robot in MR and on a Desktop

Andrew Rukangu · John Morelock · Beshoy Morkos · Kyle Johnsen · to be submitted to IEEE TVCG

MR: grab the control cube (Meta Quest 3)

Desktop: drag the cube with a gizmo

Instructor in the loop: in the shared space, seeing the learner's laser

Baseline self-efficacy

Pre-study lesson (once)

Interface 1: tutorials, paint-the-car task

Surveys

Interface 2: same steps

Surveys

Interview

Counterbalanced: 11 desktop-first, 11 MR-first (gender-stratified) · 22 novices · 90 to 150 minutes

After each interface: self-efficacy, usability, workload (NASA-TLX), presence, NPS · robot telemetry at 10 Hz

22

Situated Isomorphism in MR: Embodied 1:1 Interaction, Lifesize Robot

Mixed reality (Meta Quest 3)

Desktop (mouse and keyboard)

23

Situated Isomorphism Increases Confidence

Self-efficacy gain

MR 6.54 vs desktop 5.44 (p = .002)

Higher in MR for 17 of 22 learners

Held in first sessions alone (+1.02, p = .034)

No order effect

Self-efficacy: belief in one's ability to do the task, 0–10

24

MR Was More Present and Less Demanding, Without Slowing the Task

Presence

MR 5.84 vs desktop 3.38 (p < .001)

Held in first sessions

Workload

MR 1.92 vs desktop 2.44 (p = .020)

No single subscale survived correction; physical demand was not higher

Usability

MR 84.4 vs desktop 67.1 (p < .001)

But not different in first sessions alone

Time: interface tutorial 118 s in MR vs 252 s on the desktop; main task no difference (726 s vs 813 s)

25

Learners Found MR Intuitive and Interesting, and the Desktop a Source of Friction

“robots are like XYZ versus the mouse, where you have to keep panning”

“you could physically grab it”

Coded by the LLM pipeline (α = .76 with the human calibrator)

26

The Desktop Was Rated Well First, but Much Lower After MR

Desktop usability

76.4 when used first, 57.9 after MR

Desktop NPS

+63.6 when used first, +9.1 after MR; all four desktop detractors had used MR first

Self-efficacy gain

Did not depend on order (p = .78)

27

Recommendations: Start on the Desktop, Then Move to MR

Desktop

Precise input and familiar controls

Mixed reality

True scale, one-to-one manipulation, and more self-efficacy

Future work

Does the self-efficacy built in MR carry over to a physical robot?

28

Whole Rooms Can Now Share MR, but Studying Them in the Field Is Hard

People sharing one immersive space

Immersive sketching studies

1–2

Gasques 2019; Drey 2020; Machuca 2023

Collaborative VR mind-mapping

4

Yang et al., 2024

DrawnTogether

up to 16

this work

The field is hard

Weak or no Wi-Fi

Short setup windows

Consent and assent for minors

Closed platforms share only the data they choose (Saffo et al., 2021)

So co-located MR is usually shown as a one-off prototype, not evaluated in controlled field studies

29

DrawnTogether: Up to 16 Headsets Drawing in One Shared Space

Andrew Rukangu · Yuqian Ni · J. M. Payton · K. Norris · Sun Joo (Grace) Ahn · Kyle Johnsen · submitted to IEEE VR 2027

Align: two floor points, saved on each headset

Draw in mid-air; move, resize or erase anyone's work

Join a room; the research team configures it

Meta Quest 3 in passthrough · up to 16 co-located headsets · VelNet on a local server

One laptop joins every session as a silent peer and records all network traffic, so each session can be replayed afterward

30

Two Summer Camps: 170 Consented Adolescents Across 26 Sessions

Year 1: three summer camps

53 consented, mean age 12.7

Groups of 5 to 13

Design “the most fun but feasible playground”

About 20 minutes, offline router

Year 2: Mini-Medical School

117 consented, mean age 15.1

Groups of 8 to 12, in subgroups of 3 or 4

Concept map: “What makes a good medical doctor?”

16 sessions: 8 global view, 8 local view

Global view: every subgroup sees all work. Local view: only its own. Room, task and voices stay the same.

31

A Year 2 Session, Rebuilt From Its Recording

Replayed from one Year 2 session's network recording, at 24× speed; no camera footage

32

Children Claimed Territories and Rarely Touched a Groupmate's Work

Territories

0.72 of an object's nearest neighbors were the same child's, against 0.43 by chance

Held when neighbors had to be made at least 60 s apart (0.57 vs 0.42)

Ownership restraint

Erasing a groupmate's object was 9.4× rarer than chance in practice, 4.5× in the task

Grabbing: 12.0× and 2.6× rarer; in both views

33

Seeing Other Subgroups' Work Did Not Reliably Change Production

Global vs local view

Descriptively more objects per child in the global view, but session-level tests did not confirm it (p = .162)

A candidate effect for confirmation: 16 sessions could detect only large differences

Dominance is multimodal

Children who moved more also spoke more (r = .39) and drew more (r = .46)

Speaking and drawing were unrelated (r = .10, p = .153), so word counts couldn’t point at the most active users

34

Participant Speech Lined Up With Their Behavior

Affiliation talk happened closer together

Group-cohesion talk at a nearest-neighbor distance of 1.12 m, against 1.26 m for other talk

Creation talk happened while drawing

71% of creative-expression talk while drawing, against a 59% baseline

Year 1 open-mic speech, 2,894 units coded by the pipeline (Ch. 2)

35

Contributions and Questions for Discussion

Contributions

1

Infrastructure for multi-user MR studies: shared-space alignment, networking on local servers, and session logs that reconstruct each experience.

2

An auditable and repeatable pipeline using open-weight models to code participant speech (several requests to apply it to studies in progress). Applied to study data.

3

Demonstrated that situated isomorphism can enhance the self-efficacy acquired by participants when learning procedural tasks.

4

Showed that group MR studies can run in the field at scale: up to 16 co-located headsets, 170 adolescents and 26 sessions, with territories and ownership restraint as the clearest group behaviors.

Questions worth discussing

Is the MR advantage just novelty?

Why an ensemble, if the best single model scores higher?

What would another lab need to adopt the pipeline?

Why did visibility not matter?

36

Thank You

Guidance

Major professor: Dr. Kyle Johnsen

Committee: Dr. John Morelock, Dr. Beshoy Morkos, Dr. Fred R. Beyette Jr.

Master's advisor: Dr. Eric Freeman

Instructors who invited their students: Dr. Mike Yoder, Dr. Qin Liu, Dr. John Mativo, Dr. Alisson Banka, Dr. John Brocato

The students and summer-camp participants who took part

Coauthors and labmates

Coauthors: Yuqian Ni, Jordan Smothers, Sun Joo (Grace) Ahn, John Morelock, Deborah Moyaki, Ethan Bowmar, Beshoy Morkos

Virtual Experiences Laboratory, past and present: Dr. Catherine Ball, Dr. Anton Franzluebbers, Dr. Brook Bowers, Dr. Javier Rodriguez-Sanchez, Yulong Wang, Jordan Smothers, Ethan Bowmar, Ollie Fairlamb

Administrative help: Melissa Connell, Margaret Sapp, Victoria Martinez

37

Thank You

Funding and support

Georgia Artificial Intelligence in Manufacturing (Georgia AIM), supported by the U.S. Economic Development Administration, and its Innovation Factory

UGA College of Engineering, through my teaching duties

Dean's Engineering Education Fellowship (DEEF)

Engineering Education Transformations Institute (EETI), for the study rooms, including the Education Innovation Lab

Friends and family

UGA club soccer, the African Graduate Students' Forum (AGSF), and the Kenyan community

My brothers John Kinyua, Geoffrey Mugambi, and Vincent Mwenda, and the rest of my family

My wife, Joy

38

Backup Slides

Hidden in the slide show; open them from the slide sorter when a question calls for one.

39

Study 2: Presence by Interface

Chapter 4, Appendix C (presence_violin)

40

Study 2: Workload Subscales

Chapter 4 (TLX profile); no subscale survived the Holm correction

41

Study 2: Presence and Self-Efficacy Gain

Chapter 4 (repeated-measures correlation, r_rm = .56)

42

Study 2: Self-Efficacy Gain Versus Workload

Chapter 4, Appendix C (efficiency matrix)

43

Study 2: Net Promoter Score by Interface

Chapter 4, Appendix C (NPS)

44

Study 1: Resets per Participant

Chapter 3 (resets as a proxy for solution attempts)

45

Study 1: Pendant Program and Desktop Program

Chapter 3 (physical pendant program, left; desktop program, right)

46

Study 2: Statistical Methods, Surveys and Behavior

Method

Applied to

Key result

Shapiro–Wilk on paired differences

Choosing a t-test or Wilcoxon

Workload differences non-normal (p = .011), so Wilcoxon

Paired t-test with d_z

Usability; presence

t(21) = 3.90, d_z = .83; t(21) = 7.20, d_z = 1.53

Wilcoxon signed-rank with r

Self-efficacy gain; workload

W = 22.5, p = .002, r = .66; W = 48.5, p = .020, r = .50

Mixed ANOVA, modality × order

Period and carryover effects

Interaction n.s. for gain (p = .50); order main effect: usability p = .023, presence p = .001, gain p = .78

Baseline-adjusted first-period ANCOVA

Gain, first sessions only

+1.02 [0.09, 1.95], p = .034

Linear mixed model (modality + period)

Post-session self-efficacy

+1.10, z = 3.57; period p = .475

Holm correction

Six workload subscales

None survive

2×2 crossover model; stratified Cox model

Task times; time to first success

Condition p = .273; HR 1.94 [0.73, 5.10], p = .18

Sensitivity power analysis

The 22-participant design

80% power for d_z = 0.63 at α = .05

47

Study 2: Statistical Methods, Presence and Interviews

Method

Applied to

Key result

Repeated-measures correlation

Presence vs self-efficacy gain

r_rm = .56 [.19, .79], p = .005

Pearson r on paired differences

Presence shift vs gain shift

r = .12, p = .58

Mixed-model likelihood-ratio tests

Presence beyond modality, and modality beyond presence

p = .20 and p = .36

Exact McNemar tests, Holm across 12 themes

Participants voicing each theme per system

Six differences survive

Robustness checks on theme counts

Turn thresholds, question 7 removed, single-system turns, routing cutoffs, voting rules

The same six survive every check

Krippendorff's α

Ensemble vs the human calibrator, 30 turns

α = .76; members below .50 dropped

Cluster bootstrap, 10,000 resamples

Ensemble vs its best single model

Δα = +.016, p = .72

Cronbach's α

Seven-item self-efficacy scale

.87 / .93 / .79

Net Promoter Score

% promoters (9–10) minus % detractors (0–6)

Descriptive only, no test

48

Study 2 Codebook: The 12 Themes Tested

Theme (code)

Definition

Learners, MR vs desktop

music_interest

Enjoyable, fun, mentally stimulating, or intrinsically interesting content

20 vs 1, p < .001 *

3dui_intuitive_translation

Interaction felt natural; intent mapped easily to the system

22 vs 4, p < .001 *

physical_intuition

Moved the robot intuitively, or predicted its motion physically

22 vs 2, p < .001 *

pure_joy

Derived pure joy and fun from it

16 vs 0, p < .001 *

novelty

Experience was new and different from what they were used to

18 vs 0, p < .001 *

3dui_cognitive_friction

Mental struggle, confusion, slowness, or trouble turning intent into controls

desktop 20 vs MR 11, p = .004 *

music_success

Names what helped them succeed: strategies, features, factors

22 vs 16, p = .031

transfer_personal_relevance

Links training to own skills, resume, confidence, future robot use

19 vs 10, p = .035

demystification

Gained new understanding, or clarity on something previously confusing

14 vs 6, p = .039

music_usefulness

Key takeaways, relevance, or broader understanding of robotics applications

18 vs 11, p = .092

music_empowerment

Freedom to make meaningful choices; several options for a task

17 vs 11, p = .146

ui_input_precision

Exactness, clumsiness, accuracy, or responsiveness of input methods

15 vs 9, p = .146

Exact McNemar tests on learners (of 22); * survives Holm across the 12 themes. Definitions condensed from Appendix C, lines 553–591.

49

Study 2 Codebook: The Other 34 Codes

MUSIC and 3DUI (not tested)

3dui_physical_affordance

Valence (routes a statement to a system)

positive_AR · negative_AR · positive_desktop · negative_desktop

Hedonic and play

interactive_play

Scaffolding

prestudy_presentation · scaffolding_mental_model · scaffolding_procedural_progression · scaffolding_vocabulary · scaffolded_tutorial · scaffolding_in_system_aids · scaffolding_previous_experience_content · scaffolding_previous_experience_system

Transfer and career

transfer_general_industry · industry_perspective · career_skill

Affect

affect_positive · affect_negative

Fidelity and perception

fidelity_enhanced_trust · fidelity_functional · fidelity_induced_hesitation · fidelity_visual · visual_clarity · ergonomic_strain

Freedom and problem solving

learning_freedom · path_freedom · programming_freedom · problem_solving · task_problem_solving

Other

instructor_help · previous_experience · study_design_assessment · system_creation_curiosity

46 codes in all: the 12 themes plus these 34. Definitions are in the speaker notes (Appendix C, lines 553–624).

50

Study 1 Codebook: MUSIC Components

MUSIC component

How it was coded in Study 1

eMpowerment

Activities gave them freedom to choose their own path and solution

Usefulness

Insight into real-world uses of robots, or skills useful for their careers

Success

Felt prepared to program a real robot, or completing the task felt like an accomplishment

Interest

Found the programming activities enjoyable, or the content intrinsically interesting

Caring

Not asked and not coded, because of the lab setting

Open-code themes

Desktop interface design · structure of the activities · the reinforcement system (physical or AR robot) · novelty

Chapter 3, lines 326–339 and 364; coded in MAXQDA with a priori MUSIC codes and open codes.

51

Study 1: Who Expressed Each Component

Component

Whole interview: AR group

Whole interview: physical group

About the AR robot

About the physical robot

About the desktop tool, all 8

Usefulness

4/4

4/4

2/4

3/4

5/8

Interest

4/4

4/4

3/4

3/4

8/8

Success

4/4

4/4

3/4

4/4

8/8

eMpowerment

4/4

4/4

0/4

0/4

7/8

Novelty

4/4

1/4

3/4

0/4

—

Every student expressed usefulness, interest and success somewhere in the interview, so the published contrast lives in what they said about the robot they watched: usefulness 3 of 4 for the physical robot against 2 of 4 for the AR robot, and novelty 4 of 4 for AR against 1 of 4 (Chapter 3, line 438).

Learners with at least one coded segment. Computed from the original 2023 MAXQDA coding (one coder); the robot and desktop columns count segments that overlap the analyst's “Observing life-size robot arm” or desktop-activity codes. These counts are not printed in the dissertation.

52

Year 1 Showed System Limitations; System Redesigned for Year 2

Year 1 broke the system

Children made an order of magnitude more objects than expected, and frame rates fell

The network queue dropped messages, so deleted objects stayed visible on some headsets

Logs were scattered across headsets; replaying one session took hours

Year 2 ran every session

One laptop records all traffic: under 100 MB per session, against over 2 GB before

All 16 sessions completed the full 8-minute task

One build ran all four days (across 4 weeks)

53