首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Immersive virtual reality (VR) has attracted the attention of many researchers and educators who predicted that VR would considerably affect how learning and teaching are conducted. The research presented here aims to investigate how an interactive immersive virtual learning environment affects conceptual learning, specifically learning of fractions in mathematics. A virtual environment (VE) designed to simulate a playground was created and evaluated through empirical studies with 60 primary school students between the ages of 8 and 12. Results suggest that children who fully interacted with the VE were able to problem-solve but that there was no strong evidence of the expected conceptual change. Rather, it was the passive VR environment, where a virtual robot guided activity, that seemed to support student reflection and recall, leading to indications of sustained conceptual change.  相似文献   

2.
This paper explores the use of Activity Theory for the evaluation of user behaviour in immersive virtual environments. Specifically, the study of user behaviour focuses on interactivity, which is argued to be one of the most important processes that take place between a user and the system in virtual reality. The ultimate intention is to study the role and the effect of interactivity on learning and conceptual change and to examine how interaction and conceptual learning are related in the context of virtual environments developed primarily for informal educational settings. As a first step to this study, a set of exploratory experiments was carried out with children aged 7–12. The children were asked to complete tasks, such as the assembly of ancient columns from parts, which were designed to promote constructivist learning and explore the methods of carrying out in-depth experiments with children. This paper describes the analysis of these exploratory case studies from an Activity Theory perspective.
Maria RoussouEmail: URL: http://www.cs.ucl.ac.uk/staff/M.Roussou/research/
  相似文献   

3.
Virtual reality (VR) has been used both to simulate situations that are too dangerous to practice in real life and as a tool to help children learn. This study was conducted as part of a larger more comprehensive long-term research project which aims to combine the two techniques and demonstrate a novel application of the result, using immersive VR to help children learn about fire hazards and practice escape techniques. In the current study, a CAVE was used to immerse participants in a fire scene. To improve the children’s motivation for learning over prior VR fire-safety training methods, game-like interface interaction techniques were used and students were encouraged to explore the virtual world. Rather than being passive viewers, as in prior related studies, the children were given full control to navigate through the virtual environment and to interact with virtual objects using a game pad and a 6DOF wand. Students identified home fire hazards with a partner and then practiced escaping from a simulated fire in the virtual environment. To test for improved motivation, a user study was completed. Results indicate that students were more engaged by the new game-like learning environment and that they reported that they found the experience fun and intriguing. Their enhanced enthusiasm for what is relatively standard fire-safety information demonstrates the promise of using game-based virtual environments for vital but otherwise tedious fire-safety skills training for children.  相似文献   

4.
Interactive visualizations such as virtual environments and their associated input and interface techniques have traditionally focused on localized single-user interactions and have lacked co-present active collaboration mechanisms where two or more co-located users can share and actively cooperate and interact with the visual simulation. VR facilities such as CAVEs or PowerWalls, among many others, seem to promise such collaboration but due to the special requirements in terms of 3D input and output devices and the physical configuration and layout, they are generally designed to support an active controlling participant—the immersed user—and a passive viewing only audience. In this paper we explore the integration of different technologies, such as small handheld devices and wireless networks with VR/VEs in order to develop a technical and conceptual interaction approach that allows creation of a more ad hoc, interaction rich, multimodal and multi-device environment, where multiple users can access certain interactive capabilities of VE and support co-located collaboration.  相似文献   

5.
An object-oriented event-driven virtual environment (VE) for viewing the simulation results of flexible multibody systems (FMS) is developed. The VE interfaces with the following output devices: immersive stereoscopic screen(s) and stereo speakers; and a variety of input devices including, head tracker, wand, joystick, mouse, microphone, and keyboard. The VE incorporates the following types of primitive software objects: user-interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A “container” object allows grouping many objects into one object, which inherits the properties of its “children” objects. The VE allows real-time viewing and “fly-through” of photo-realistic models, vibrational mode-shapes, and animation of the dynamic motion of FMS. An application of this VE is presented for visualization of the dynamic analysis results of a large deployable space structure — NASA’s Next Generation Space Telescope.  相似文献   

6.
There is a need for an assessment tool which reliably distinguishes levels of participant performance in virtual environments (VEs) built within virtual reality (VR) systems. Such screening might be of potential users amongst a company's staff or might be carried out by human factors experimenters prior to the start of experiments in order to provide a base-line of participant competences. The Nottingham Tool for Assessment for Interaction in Virtual Environments (NAÏVE) comprises a set of VE tasks and related tests, with appropriate performance criteria levels, covering the main aspects of navigation (viewpoint) control and object manipulation and operation. Trials with test participants enabled performance levels to be set to distinguish good, adequate and poor performers and tests to be distinguished according to whether performance in the general population is evenly spread or is skewed towards success or failure.  相似文献   

7.
In contexts other than immersive virtual environments, theoretical and empirical work has identified flow experience as a major factor in learning and human–computer interaction. Flow is defined as a ‘holistic sensation that people feel when they act with total involvement’. We applied the concept of flow to modeling the experience of collaborative learning in an immersive virtual environment. The aims were, first, to psychometrically evaluate a measurement model of flow and, second, to test a structural model of flow. Pairs of small teams engaged in collaborative problem‐solving tasks while communicating by way of an immersive virtual environment. Flow was measured after each session, using Guo and Poole's inventory for measuring flow in human–computer interaction. In relation to the first aim, partial‐least‐squares analysis demonstrated strong evidence for the measurement model. In relation to the second aim, the structural model was supported: the effect of learning‐task characteristics on flow experience was mediated by its precursors, with extraneous variables held constant. It is reasoned that the experiment and resultant analysis of this work contributes to the development of measurement models and structural models of flow in immersive virtual environments.  相似文献   

8.
Low-cost technology is essential to integrate Virtual Reality (VR) into educative institutions around the world. However, low-cost technology usually refers to low-end technology, which may compromise the level of immersion of the VR system. This study evaluates whether low-end and high-end VR systems achieve a comparable learning outcome regardless their immersion level. We also analyze the relationship between virtual presence and the learning outcome arising from a VR educational experience. An evaluation with 42 participants was conducted. We measured learning outcome and virtual presence under three different configurations, namely: a desktop computer, a low-end VR system, and a high-end VR system. The impact of simulator sickness was also analyzed. Results revealed a lower learning outcome in the less immersive configuration (i.e. desktop) and a similar learning outcome in both low-end and high-end VR systems. Even though low-end VR systems are less immersive and produce a lower level of virtual presence than high-end VR systems, the results support the use of low-end VR systems for educative applications.  相似文献   

9.
A conceptual virtual reality model   总被引:3,自引:0,他引:3  
  相似文献   

10.
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.  相似文献   

11.
It has been suggested that immersive virtual reality (VR) technology allows knowledge-building experiences and in this way provides an alternative educational process. Important key features of constructivist educational computer-based environments for science teaching and learning, include interaction, size, transduction and reification. Indeed, multi-sensory VR technology suits very well the needs of sciences that require a higher level of visualization and interaction. Haptics that refers to physical interactions with virtual environments (VEs) may be coupled with other sensory modalities such as vision and audition but are hardly ever associated with other feedback channels, such as olfactory feedback. A survey of theory and existing VEs including haptic or olfactory feedback, especially in the field of education is provided. Our multi-modal human-scale VE VIREPSE (virtual reality platform for simulation and experimentation) that provides haptic interaction using a string-based interface called SPIDAR (space interface device for artificial reality), olfactory and auditory feedbacks is described. An application that allows students experiencing the abstract concept of the Bohr atomic model and the quantization of the energy levels has been developed. Different configurations that support interaction, size and reification through the use of immersive and multi-modal (visual, haptic, auditory and olfactory) feedback are proposed for further evaluation. Haptic interaction is achieved using different techniques ranging from desktop pseudo-haptic feedback to human-scale haptic interaction. Olfactory information is provided using different fan-based olfactory displays (ODs). Significance of developing such multi-modal VEs for education is discussed.  相似文献   

12.
随着虚拟现实(VR)技术的发展,沉浸式学习环境在教育教学领域应用前景日趋广阔,如物理实验仿真教学.然而,现有虚拟学习环境大多只能提供视觉与听觉的交互,不支持力触觉交互,存在弊端.项目组将力反馈技术应用于虚拟学习环境,描述一个支持力反馈的沉浸式物理学习环境的总体框架和开发流程.使用Touch力反馈设备,借助Unity3D...  相似文献   

13.
虚拟环境概念模型建模方法研究*   总被引:3,自引:0,他引:3  
由于目前常用的概念建模方法对于虚拟环境中物体方位、行为和交互模型等信息缺乏足够的描述方法,在吸取现有概念模型建模概念和技术的基础上,提出了虚拟环境概念模型建模框架,给出了虚拟场景静态结构和动态行为的概念建模方法,并通过虚拟化学实验平台的设计和实现验证了方法的可行性。通过在虚拟环境设计阶段引入概念建模阶段,使不具备专业编程知识的普通人员通过使用图形化的建模语言也能够进行虚拟环境的开发,为虚拟环境的顶层设计提供了一个科学、有效的手段。  相似文献   

14.
Virtual reality has sparked many people's imaginations, but writing VR programs remains difficult. Besides the obvious problems of managing arcane I/O devices (trackers, gloves, and so on), the programs must allow the participant to operate effectively in the immersive environment. Virtual environments present a new medium for both the participant and the programmer/author. In the University of Virginia's User Interface Group, we believe the best way to accelerate development in a new medium such as VR is to provide tools that allow people without highly technical backgrounds to create programs for it. These novice authors must be able to quickly try different nuances of an idea. They must be able to easily ask “what if” questions. To support this goal, we are developing Alice, a rapid prototyping environment that can generate VR environments. The name “Alice” honors Lewis Carroll's heroine, who explored a rapidly changing, dynamic environment  相似文献   

15.

Virtual Learning Environments (VLEs) are spaces designed to educate student groups remotely via online platforms. Although traditional VLEs have shown promise in educating students, they offer limited immersion that overall diminishes learning effectiveness. In this paper, we describe vSocial, a cloud-based virtual reality learning environment (VRLE) system that can be deployed over high-speed networks using the High Fidelity “social VR” platform. vSocial provides flexible control of group learning content and compliance with established VLE standards with improved immersive user experience for both instructor(s) and students. For our vSocial development, we build upon the use case of an existing special education VLE viz., iSocial that trains youth with Autism Spectrum Disorder by implementing the Social Competence Intervention (SCI) curriculum. The vSocial can be used to: (a) implement multiple learning modules using wearable VR technologies, (b) integrate cognitive state sensing devices, and (c) organize learning session data securely using web applications hosted on cloud resources. Our experiment results show that the VR mode of content delivery in vSocial better stimulates the generalization of lessons to the real world than non-VR lessons, and provides improved immersion when compared to an equivalent desktop version. Further, usability study results show that users can successfully use the web application features in vSocial for group learning activities with ease-of-use and consistency.

  相似文献   

16.
Does the immersive design of an educational gaming environment affect learners’ virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.  相似文献   

17.
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system) × 2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.  相似文献   

18.
A sense of presence is one of the critical components required by any effective virtual environment (VE). In contrast, side effects such as sickness may be produced in some virtual environments, detracting from the enjoyment or usefulness of the VE and from subsequent performance of the participant. Both presence and sickness in virtual environments are multifactorial phenomena not easily amenable to understanding or measurement. The first experiment reported here compares use of direct performance measures and rating scales to assess presence, whilst varying the VE display medium (head mounted and desktop displays) and whether or not sound was used in the VE. The second experiment addresses associations between presence, sickness and enjoyment of virtual environment participation. There was enough comparability between a reflex response within the VE and the rating scales to justify future exploration of the former measure of presence. A number of explanations are given for the partial association found between presence and sickness.  相似文献   

19.
We evaluated the perception of affordances in virtual environments (VE). In our work, we considered the affordances for standing on a virtual slanted surface. Participants were asked to judge whether a virtual slanted surface supported upright stance. The objective was to evaluate whether this perception was possible in virtual reality (VR) and comparable to previous works conducted in real environments. We found that the perception of affordances for standing on a slanted surface in virtual reality is possible and comparable (with an underestimation) to previous studies conducted in real environments. We also found that participants were able to extract and to use virtual information about friction in order to judge whether a slanted surface supported an upright stance. Finally, results revealed that the person’s position on the slanted surface is involved in the perception of affordances for standing on virtual grounds. Taken together, our results show quantitatively that the perception of affordances can be effective in virtual environments and influenced by both environmental and person properties. Such a perceptual evaluation of affordances in VR could guide VE designers to improve their designs and to better understand the effect of these designs on VE users.  相似文献   

20.
Haptic feedback is an important component of immersive virtual reality (VR) applications that is often suggested to complement visual information through the sense of touch. This paper investigates the use of a haptic vest in navigation tasks. The haptic vest produces a repulsive vibrotactile feedback from nearby static virtual obstacles that augments the user spatial awareness. The tasks require the user to perform complex movements in a 3D cluttered virtual environment, like avoiding obstacles while walking backwards and pulling a virtual object. The experimental setup consists of a room-scale environment. Our approach is the first study where a haptic vest is tracked in real time using a motion capture device so that proximity-based haptic feedback can be conveyed according to the actual movement of the upper body of the user.User study experiments have been conducted with and without haptic feedback in virtual environments involving both normal and limited visibility conditions. A quantitative evaluation was carried out by measuring task completion time and error (collision) rate. Multiple haptic rendering techniques have also been tested. Results show that under limited visibility conditions proximity-based haptic feedback generated by a wearable haptic vest can significantly reduce the number of collisions with obstacles in the virtual environment.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号