学生使用或不使用低成本VR头显观看2D和360°视频的体验:高等教育中的实验研究

A. Alamäki, A. Dirin, J. Suomala, Cheul Rhee
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引用次数: 8

摘要

目的/目的:本案例研究考察了学生在使用或不使用低成本虚拟现实(VR)耳机时对二维(2D)和360°视频的情感反应和关系。背景:目前对低成本VR技术的研究较少。学校和大学没有经济能力购买数十或数百个昂贵的内置VR头显。因此,我们推荐另一种低成本的解决方案。方法:我们对在高等教育环境中使用的视频和VR技术的学生(N=100)进行了实验。我们还应用了一种定量研究方法,根据媒体丰富性和情感体验理论进行了检验。贡献:本研究为VR技术和360°视频内容发挥不可或缺的作用提供了证据,因为使用低成本的VR头显可能会降低学生对360°视频的初始情感体验。虽然VR头显提高了媒体的丰富性,但如果他们遇到可用性挑战,他们可能同时削弱学生的整体情感体验。研究发现:研究结果表明,使用低成本的VR头显会降低用户观看360°视频时的积极体验。有人指出,如果没有低成本的VR头显,360°视频体验会更好。对于首次使用的用户来说,带有智能手机和360°视频的低成本VR头显的设置和使用都很复杂。然而,360度视频比2D视频产生更积极的影响。我们还发现,视频的积极影响增强了社交分享意愿。对从业者的建议:财政预算有限的教育机构和教师需要计划和管理课程,这增加了他们采用低成本VR头显的需求。然而,低成本VR技术可用性的不良初始用户体验可能会产生负面的学生态度,这可能会阻碍VR在高等教育中的采用率。给研究者的建议:本研究提供了一个关于学生对2D视频和360°视频的情感体验有和没有低成本VR头显的新认识。结果表明,2D和360°视频的积极用户体验增强了学生在数字学习环境中分享和协作的兴趣。对社会的影响:研究结果有助于教育工作者预测在为不同的学习环境选择适当的富媒体时可能面临的可用性挑战。此外,研究结果有助于教育工作者设计VR辅助课程,以激励学生。未来研究:不同VR解决方案与传统学习技术的实验比较值得进一步研究。此外,VR技术、视频内容和学习方法之间的关系还需要更多的研究,因为技术特征和内容在VR中是紧密结合在一起的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Students' Experiences of 2D and 360° Videos With or Without a Low-Cost VR Headset: An Experimental Study in Higher Education
Aim/Purpose: This case study examines students’ affective responses to and relationships with two-dimensional (2D) and 360° videos that were experienced with or without low-cost virtual reality (VR) headsets. Background: The prior research on low-cost VR technology is scant. Schools and universities are not financially able to purchase tens or hundreds of expensive inbuilt VR headsets. Therefore, we recommend an alternative, low-cost solution. Methodology: We conducted the experiment with students’ (N=100) responses to videos and VR technologies used in a higher education setting. We also applied a quantitative research approach examined in light of media richness and affective experience theories. Contribution: This study provides evidence of the integral role that VR technologies and 360° video content play, because using low-cost VR headsets potentially decreases the initial affective experiences of 360° videos among students. Although VR headsets improve media richness, they might simultaneously weaken students’ overall affective experiences if they experience usability challenges. Findings: The results showed that using low-cost VR headsets decreased positive user experiences when they were watching 360° videos. The 360° video experience was noted to be better without low-cost VR headsets. Low-cost VR headsets with a smartphone and 360° videos were found to be complicated to set up and use among first-time users. However, 360° videos created a more positive affect than did 2D videos. We also found that the positive affect of videos enhanced the social sharing intention. Recommendations for Practitioners: Educational institutes and teachers with limited financial budgets need to plan and manage courses that increases their need to adopt low-cost VR headsets. However, a poor initial user experience of low-cost VR technology usability might create negative student attitudes, which might hinder VR’s adoption rate in higher education. Recommendation for Researchers: This study provides a new understanding about students’ affective experiences of 2D videos and 360° videos with and without low-cost VR headsets. The results show that positive user experiences of 2D and 360° videos enhance students’ interest in sharing and collaboration in digital learning environments. Impact on Society: The results help educators to predict possible usability challenges in selecting the proper rich media for different learning situations. Additionally, the results assist educators to design VR assisted courses that motivate students. Future Research: The experimental comparison of different VR solutions and traditional learning technologies merits further examination. Additionally, more research is needed to determine the relationship of VR technologies, video content and learning methods, because technological features and content are tightly integrated in VR.
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