The impact of motion in virtual environments on memorization performance

P. Häfner, Christina Vinke, Victor Häfner, J. Ovtcharova, Wolfgang Schotte
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引用次数: 7

Abstract

Virtual environments are more and more used for educational and training purposes. In order to design virtual environments for these applications in particular, it is very important to get a deep understanding of the relevant design features supporting the user's process of learning and comprehension. Relevance and implementation of these features as well as the benefits of virtual learning environments over traditional educational approaches in general are rarely explored. Focusing on modes of interaction in this work, we examined the effect of different motion types on the knowledge acquisition of users in various virtual environments. For our study we chose a simple memorization task as approximation of low cognitive knowledge acquirement. We hypothesized motion types and immersion levels influence memorization performance in virtual environments. The memorization task was conducted in two virtual environments with different levels of immersion: A high-immersive Cave Automatic Virtual Environment (CAVE) and a low-immersive desktop virtual environment. Two motion types in virtual environments were explored: Physical and virtual walking. In the CAVE physical walking was implemented by using motion capturing and virtual walking was realized using a joystick-like input device. The results indicate neither motion types nor immersion levels in virtual environments affect memorization performance significantly.
虚拟环境中运动对记忆性能的影响
虚拟环境越来越多地用于教育和培训目的。为了特别为这些应用程序设计虚拟环境,深入了解支持用户学习和理解过程的相关设计特性是非常重要的。这些特性的相关性和实现,以及虚拟学习环境相对于传统教育方法的好处,通常很少被探索。在这项工作中,我们着眼于交互模式,研究了不同的动作类型对不同虚拟环境中用户知识获取的影响。在我们的研究中,我们选择了一个简单的记忆任务作为低认知知识获取的近似。我们假设运动类型和沉浸程度会影响虚拟环境中的记忆表现。记忆任务在两个不同沉浸度的虚拟环境中进行:高沉浸度洞穴自动虚拟环境(Cave)和低沉浸度桌面虚拟环境。研究了虚拟环境中的两种运动类型:物理行走和虚拟行走。在CAVE中,物理行走采用动作捕捉实现,虚拟行走采用类似操纵杆的输入装置实现。结果表明,虚拟环境中的运动类型和沉浸程度对记忆性能都没有显著影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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