Barriers to VR use in HE

Evans Leighton
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引用次数: 6

Abstract

Author Summary: VR promises revolutionary changes in the levels of immersion that users can experience, and if applied successfully in educational contexts this deep immersion could have significant effects on both teaching and learning. To utilise VR effectively in the higher education (HE) space, there must be some consideration given to what might prevent the use of VR in this sector and why these barriers exist—and how they can be mitigated against. Based on an extensive research project involving qualitative interviews with 21 VR makers and designers in autumn 2017, following a thematic analysis of the interview data, this paper identifies 5 major barriers to the uptake of VR in a wider cultural sense and in a specific, educational context. These identified barriers are: the materiality of VR and issues with headsets and cables; interfaces within VR and issues with haptic technology; the ’language of VR’ and the difficulty in communicating the benefits of VR; cybersickness and gender issues with VR use, and, the cost of VR. The preparation of educational VR materials requires an acknowledgement of these sometimes-concealed barriers to VR use, and it is proposed that through knowledge-transfer and sharing of best practice the use of VR in higher education could become a model of best practice for designing inclusive VR experiences that avoid major barriers to participation in VR.
在高等教育中使用VR的障碍
作者总结:虚拟现实技术有望革命性地改变用户体验的沉浸感,如果在教育环境中成功应用,这种深度沉浸感将对教学和学习产生重大影响。为了在高等教育(HE)领域有效地利用虚拟现实,必须考虑哪些因素可能会阻碍虚拟现实在这一领域的使用,以及这些障碍存在的原因,以及如何减轻这些障碍。基于一项广泛的研究项目,包括2017年秋季对21位VR制造商和设计师的定性访谈,以及对访谈数据的专题分析,本文确定了在更广泛的文化意义和特定的教育背景下接受VR的五大障碍。这些已确定的障碍包括:VR的重要性以及头显和电缆的问题;VR中的界面和触觉技术的问题;“虚拟现实的语言”和难以传达虚拟现实的好处;晕屏和VR使用中的性别问题,以及VR的成本。教育VR材料的准备需要承认这些有时隐藏的VR使用障碍,并提出通过知识转移和最佳实践分享,VR在高等教育中的使用可以成为设计包容性VR体验的最佳实践模型,避免参与VR的主要障碍。
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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