How Learners’ Visuospatial Ability and Different Ways of Changing the Perspective Influence Learning About Movements in Desktop and Immersive Virtual Reality Environments

IF 10.1 1区 心理学 Q1 PSYCHOLOGY, EDUCATIONAL
Birgit Brucker, Georg Pardi, Fabienne Uehlin, Laura Moosmann, Martin Lachmair, Marc Halfmann, Peter Gerjets
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Abstract

Virtual reality (VR) applications are developing rapidly, becoming more and more affordable, and offer various advantages for learning contexts. Dynamic visualizations are generally suitable for depicting continuous processes (e.g., different movement patterns), and particularly dynamic virtual 3D-objects can provide different perspectives on the movements. The present study investigated through a low immersive (desktop “VR”, Study 1) and a high immersive virtual environment (immersive VR; Study 2) the effectiveness of different interaction formats to view 3D-objects from different perspectives. Participants controlled either the orientation of the 3D-objects (Study 1, mouse interaction; Study 2, hand interaction via VR controllers) or their viewpoint in relation to the 3D-objects (Study 1, camera position; Study 2, position of participants’ own body). Additionally, the moderating influence of learners’ visuospatial ability was addressed. Dependent variables were pictorial recognition (easy, medium, difficult), factual knowledge, presence, and motion sickness. Results showed that higher-visuospatial-ability learners outperformed lower-visuospatial-ability learners. In Study 1, higher-visuospatial-ability learners showed higher recognition performance (difficult items) by controlling the camera position, whereas lower-visuospatial-ability learners suffered from this interaction format. In Study 2, higher-visuospatial-ability learners achieved better recognition performance (easy items) by controlling the 3D-models, whereas lower-visuospatial-ability learners tended to profit from moving around the 3D-objects (medium items). The immersive VR yielded more presence and higher motion sickness. This study clearly shows that different interaction formats to view 3D-objects from multiple perspectives in Desktop-VR are not transferable on a one-to-one basis into immersive VR. The results and implications for the design of virtual learning environments are discussed.

Abstract Image

学习者的视觉空间能力和改变视角的不同方式如何影响桌面和沉浸式虚拟现实环境中的移动学习
虚拟现实(VR)应用发展迅速,价格越来越实惠,为学习环境提供了各种优势。动态可视化通常适用于描述连续的过程(如不同的运动模式),特别是动态虚拟三维物体可以为运动提供不同的视角。本研究通过低沉浸式(桌面 "VR",研究 1)和高沉浸式虚拟环境(沉浸式 VR,研究 2)调查了不同交互形式从不同角度观察三维物体的效果。参与者可以控制三维物体的方向(研究 1,鼠标交互;研究 2,通过 VR 控制器进行手部交互),或者控制自己相对于三维物体的视角(研究 1,摄像头位置;研究 2,参与者自己身体的位置)。此外,研究还探讨了学习者视觉空间能力的调节作用。自变量包括图像识别(易、中、难)、事实知识、临场感和晕动病。结果显示,视觉空间能力较高的学习者的表现优于视觉空间能力较低的学习者。在研究 1 中,视觉空间能力较高的学习者通过控制摄像机的位置表现出了较高的识别能力(困难项目),而视觉空间能力较低的学习者则在这种互动形式中受到了影响。在研究 2 中,视觉空间能力较高的学习者通过控制三维模型取得了更好的识别成绩(简单项目),而视觉空间能力较低的学习者则倾向于在三维物体周围移动(中等项目)。身临其境的 VR 带来了更多的临场感和更强烈的晕动症。这项研究清楚地表明,在桌面虚拟现实中从多角度观看三维物体的不同交互形式并不能一对一地移植到沉浸式虚拟现实中。本文讨论了研究结果及其对虚拟学习环境设计的影响。
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来源期刊
Educational Psychology Review
Educational Psychology Review PSYCHOLOGY, EDUCATIONAL-
CiteScore
15.70
自引率
3.00%
发文量
62
期刊介绍: Educational Psychology Review aims to disseminate knowledge and promote dialogue within the field of educational psychology. It serves as a platform for the publication of various types of articles, including peer-reviewed integrative reviews, special thematic issues, reflections on previous research or new research directions, interviews, and research-based advice for practitioners. The journal caters to a diverse readership, ranging from generalists in educational psychology to experts in specific areas of the discipline. The content offers a comprehensive coverage of topics and provides in-depth information to meet the needs of both specialized researchers and practitioners.
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