虚拟现实学习环境中学习内容的空间表征研究

Manshul Belani, Harsh Vardhan Singh, Aman Parnami, Pushpendra Singh
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引用次数: 1

摘要

最近,虚拟现实在教育中的应用激增,使得虚拟现实学习环境(VRLEs)在从航空、医学、技能培训到教授事实和概念内容的各个领域都很流行。尽管VR提供了多种3D功能,但学习内容在vrle中的放置大多局限于环境中的静态放置。我们进行了两项研究,探讨虚拟环境中学习内容的不同空间表征对学习结果和用户体验的影响。在第一项研究中,我们研究了在虚拟现实环境中将内容放置在四个不同位置的效果——世界锚定(电视屏幕放置在环境中)、用户锚定(面板锚定在用户的手腕或头戴式显示器上)和对象锚定(面板锚定在与当前内容相关的对象上)——42名参与者通过沉浸式教程学习如何操作激光切割机。在后续研究中,本研究的22名参与者可以从这四个位置中进行选择,以了解他们的偏好。研究考察了实习对学习结果的影响——知识获得、知识转移、认知负荷、用户体验和用户偏好。我们发现参与者更喜欢用户锚定(控制器条件)和对象锚定放置。虽然四种情境下的知识获取、知识转移和认知负荷均无显著差异,但在吸引力、刺激和新颖性的用户体验量表上,物体固定放置情境的得分明显优于电视屏幕和头戴式显示器情境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating Spatial Representation of Learning Content in Virtual Reality Learning Environments
A recent surge in the application of Virtual Reality in education has made VR Learning Environments (VRLEs) prevalent in fields ranging from aviation, medicine, and skill training to teaching factual and conceptual content. In spite of multiple 3D affordances provided by VR, learning content placement in VRLEs has been mostly limited to a static placement in the environment. We conduct two studies to investigate the effect of different spatial representations of learning content in virtual environments on learning outcomes and user experience. In the first study, we studied the effects of placing content at four different places - world-anchored (TV screen placed in the environment), user-anchored (panel anchored to the wrist or head-mounted display of the user) and object-anchored (panel anchored to the object associated with current content) - in the VR environment with forty-two participants in the context of learning how to operate a laser cutting machine through an immersive tutorial. In the follow-up study, twenty-two participants from this study were given the option to choose from these four placements to understand their preferences. The effects of placements were examined on learning outcome measures - knowledge gain, knowledge transfer, cognitive load, user experience, and user preferences. We found that participants preferred user-anchored (controller condition) and object-anchored placement. While knowledge gain, knowledge transfer, and cognitive load were not found to be significantly different between the four conditions, the object-anchored placement scored significantly better than the TV screen and head-mounted display conditions on the user experience scales of attractiveness, stimulation, and novelty.
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