沉浸式和非沉浸式虚拟现实系统学习相对运动的概念

M. Kozhevnikov, J. Gurlitt
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引用次数: 8

摘要

当前研究的重点是了解沉浸式虚拟环境作为学习和教授相对运动概念的新媒体的优势和局限性。我们的研究结果表明,虽然在沉浸式虚拟环境(IVE)和桌面(非沉浸式)虚拟环境(DVE)中进行训练,总体上导致了相对运动问题解决测试的显著改善,但在模拟训练后,IVE组在解决二维相对运动问题上的表现明显优于DVE组。这一结果支持了我们的假设,即IVE中以自我为中心的场景编码(学习者构成沉浸其中的场景的一部分)与DVI中计算机屏幕上的非中心编码(学习者从“外部”看场景)相比,有利于研究二维问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive and non-immersive virtual reality system to learn relative motion concepts
The focus of the current study is to understand the strength and limits of immersive virtual environments as a new media for learning and teaching relative motion concepts. Our results show that while training in both Immersive Virtual Environment (IVE) and Desktop (non-immersive) Virtual Environment (DVE) resulted in a significant improvement on relative motion problem solving test in general, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems after training in the simulations. This result supports our hypothesis that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene being immersed in it) as compared to allocentric encoding on a computer screen in DVI (where the earner is looking on the scene from “outside”) is beneficial for studying two-dimensional problems.
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