Sam Kavanagh, Andrew Luxton-Reilly, B. Wünsche, B. Plimmer
{"title":"创建360°教育视频:一个案例研究","authors":"Sam Kavanagh, Andrew Luxton-Reilly, B. Wünsche, B. Plimmer","doi":"10.1145/3010915.3011001","DOIUrl":null,"url":null,"abstract":"The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.","PeriodicalId":309823,"journal":{"name":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"62","resultStr":"{\"title\":\"Creating 360° educational video: a case study\",\"authors\":\"Sam Kavanagh, Andrew Luxton-Reilly, B. Wünsche, B. Plimmer\",\"doi\":\"10.1145/3010915.3011001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.\",\"PeriodicalId\":309823,\"journal\":{\"name\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"volume\":\"7 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"62\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 28th Australian Conference on Computer-Human Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3010915.3011001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th Australian Conference on Computer-Human Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3010915.3011001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The application of virtual reality (VR) to education has been documented for over half a century. During this time studies investigating its use have demonstrated positive findings ranging from increased time on task, to enjoyment, motivation and retention. Despite this, VR systems have never achieved widespread adoption in education. This is arguably due to both limitations of the VR technologies themselves, and the overhead incurred by both content developers and users. In this paper we describe a case study of an alternative approach to creating educational VR content. Instead of using computer graphics, we used a spherical camera in conjunction with a VR head-mounted display to provide 360° educational lectures. The content creation process, as well as issues we encountered during this study are explained, before we conclude by discussing the viability of this approach.