体验虚拟现实和视觉记忆

IF 0.2 Q4 EDUCATION & EDUCATIONAL RESEARCH
E-Mentor Pub Date : 2023-12-01 DOI:10.15219/em100.1620
Kamila Majewska
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引用次数: 0

摘要

对虚拟现实和 VR 眼镜使用的不同方面进行调查的研究数量在不断增加。然而,目前还缺乏有关在沉浸式 VR 中学习到的资源的视觉记忆的分析。因此,我们开展了一项研究,以确定使用 VR 头显或传统计算机呈现的视觉元素的记忆水平。这项研究涉及 120 名学生,他们被平均分成三组。在第一组中,参与者使用 VR 头显,演示过程由一名讲师监督,讲师会提醒学生注意关键元素并监控操作步骤。在第二组中,用户完全自己使用 VR 头显进行操作;在第三组中,他们观看电脑屏幕上的演示解说。主要研究目标是确定各研究小组在记忆元素数量上的差异。研究同时使用了定量和定性数据。方差分析结果表明,各组之间存在显著的统计学差异。使用 VR 护目镜并有向导监督的组对视觉元素的记忆水平最高,使用 VR 护目镜并有向导监督的组对视觉元素的记忆水平最低。而单独使用 VR 头显的小组记忆水平最低。这项研究的参与者指出,身临其境的 VR 是如此迷人,以至于他们很难以确保成功的方式监督自己的时间和活动。因此,有 70% 的人在独自使用 VR 眼镜时无法熟悉所有材料。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Experiencing virtual reality and visual memory
The number of studies investigating different aspects of the use of virtual reality and VR goggles is constantly growing. However, there is currently a lack of analyses related to the visual memory of resources learned in immersive VR. Therefore, a study was conducted to determine the level of memorisation of visual elements presented using VR headsets or a traditional computer. The study involved 120 students divided into three equal groups. In the first group, the participants used VR goggles and the presentation was supervised by a lecturer who drew attention to key elements and monitored the pace of the action. In the second group, users worked entirely on their own with the VR headsets, and in the third group they watched a narrated presentation on a computer screen. The main research objective was to determine the differences in the amount of elements memorised between the study groups. The study used both quantitative and qualitative data. The ANOVA analysis of variance showed that there was a statistically significant difference between all groups. The highest level of memorisation of visual elements was recorded in the group using VR goggles and supervised by a guide. The lowest was in the group that used VR headsets alone. Participants in the study noted that immersive VR is so fascinating that it is difficult for them to supervise their own time and activity in a way that ensures success. As a result, 70% of people working alone with VR goggles did not manage to familiarise themselves with all the material.
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E-Mentor
E-Mentor EDUCATION & EDUCATIONAL RESEARCH-
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