虚拟环境中旅行技术对认知的影响

Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges
{"title":"虚拟环境中旅行技术对认知的影响","authors":"Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges","doi":"10.1109/VR.2004.37","DOIUrl":null,"url":null,"abstract":"We compared four different methods of travel in an immersive virtual environment and their effect on cognition using a between-subjects experimental design. The task was to answer a set of questions based on Crook's condensation of Bloom's taxonomy to assess the participants' cognition of a virtual room with respect to knowledge, understanding and application, and higher mental processes. Participants were also asked to draw a sketch map of the testing virtual environment and the objects within it. Users' sense of presence was measured using the Steed-Usoh-Slater presence questionnaire. Our results suggest that for applications where problem solving and interpretation of material is important, or where opportunity to train is minimal, then having a large tracked space so that the participant can physically walk around the virtual environment provides benefits over common virtual travel techniques.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"56 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Effects of travel technique on cognition in virtual environments\",\"authors\":\"Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges\",\"doi\":\"10.1109/VR.2004.37\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We compared four different methods of travel in an immersive virtual environment and their effect on cognition using a between-subjects experimental design. The task was to answer a set of questions based on Crook's condensation of Bloom's taxonomy to assess the participants' cognition of a virtual room with respect to knowledge, understanding and application, and higher mental processes. Participants were also asked to draw a sketch map of the testing virtual environment and the objects within it. Users' sense of presence was measured using the Steed-Usoh-Slater presence questionnaire. Our results suggest that for applications where problem solving and interpretation of material is important, or where opportunity to train is minimal, then having a large tracked space so that the participant can physically walk around the virtual environment provides benefits over common virtual travel techniques.\",\"PeriodicalId\":375222,\"journal\":{\"name\":\"IEEE Virtual Reality 2004\",\"volume\":\"56 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2004-03-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Virtual Reality 2004\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2004.37\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Virtual Reality 2004","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2004.37","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

摘要

我们比较了沉浸式虚拟环境中四种不同的旅行方式及其对认知的影响,采用了受试者之间的实验设计。该任务是根据Crook对Bloom分类法的浓缩回答一系列问题,以评估参与者对虚拟房间的认知,包括知识、理解和应用以及更高的心理过程。参与者还被要求绘制测试虚拟环境和其中物体的草图。使用Steed-Usoh-Slater存在感问卷测量用户的存在感。我们的研究结果表明,对于解决问题和解释材料很重要的应用程序,或者训练机会很少的应用程序,那么拥有一个大的跟踪空间,以便参与者可以在虚拟环境中实际走动,这比普通的虚拟旅行技术更有好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of travel technique on cognition in virtual environments
We compared four different methods of travel in an immersive virtual environment and their effect on cognition using a between-subjects experimental design. The task was to answer a set of questions based on Crook's condensation of Bloom's taxonomy to assess the participants' cognition of a virtual room with respect to knowledge, understanding and application, and higher mental processes. Participants were also asked to draw a sketch map of the testing virtual environment and the objects within it. Users' sense of presence was measured using the Steed-Usoh-Slater presence questionnaire. Our results suggest that for applications where problem solving and interpretation of material is important, or where opportunity to train is minimal, then having a large tracked space so that the participant can physically walk around the virtual environment provides benefits over common virtual travel techniques.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信