影响:增强认知和训练的改变保真度框架

Q1 Computer Science
Ryan P. McMahan, Nicolas S. Herrera
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引用次数: 19

摘要

本文提出了一种分析和设计虚拟现实技术的新框架。这个框架基于两个概念——系统保真度(即系统再现现实世界经验的程度)和记忆(即神经元的感知、认知和运动网络的形成和激活)。该框架的前提是操纵系统保真度的一个方面,以协助记忆的一个阶段。我们称之为增强认知和训练的改变保真度框架(AFFECT)。AFFECT提供了九种改变系统保真度以积极影响学习或训练的方法。这些分类是基于系统保真度的三个方面(交互保真度、场景保真度和显示保真度)和记忆的三个阶段(编码、内隐检索和外显检索)的交叉。除了讨论我们新框架的细节外,我们还展示了如何将AFFECT用作分析和分类VR技术的工具,以促进学习或培训。我们还演示了如何使用AFFECT作为设计空间来创建用于教育和培训系统的新VR技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
AFFECT: Altered-Fidelity Framework for Enhancing Cognition and Training
In this paper, we present a new framework for analyzing and designing virtual reality (VR) techniques. This framework is based on two concepts—system fidelity (i.e., the degree with which real-world experiences are reproduced by a system) and memory (i.e., the formation and activation of perceptual, cognitive, and motor networks of neurons). The premise of the framework is to manipulate an aspect of system fidelity in order to assist a stage of memory. We call it the Altered-Fidelity Framework for Enhancing Cognition and Training (AFFECT). AFFECT provides nine categories of approaches to altering system fidelity to positively affect learning or training. These categories are based on the intersections of three aspects of system fidelity (interaction fidelity, scenario fidelity, and display fidelity) and three stages of memory (encoding, implicit retrieval, and explicit retrieval). In addition to discussing the details of our new framework, we show how AFFECT can be used as a tool for analyzing and categorizing VR techniques designed to facilitate learning or training. We also demonstrate how AFFECT can be used as a design space for creating new VR techniques intended for educational and training systems.
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来源期刊
Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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