Does the Virtual Environment Design influence Learning?
Communication avec acte
Abstract
Past studies have shown that virtual reality (VR) is an advantageous medium to learn or train in various situations over traditional methods. Virtual environments are usually modeled and implemented to be representative of the training situations. However, in an objective to maximize the effectiveness and efficiency of VR for knowledge transfer, we may wonder whether the virtual environment itself really matters or not. In this paper, we propose to compare two different virtual environments implemented for the same training purpose. The scenario chosen relates to learning the right procedure to limit the spread of viruses. The two environments have been designed to be radically opposed: the first one is a dreamlike environment, while the second represents a medical laboratory. A user study was performed to compare the level of engagement and knowledge acquired by the participants in both environments. User experience, commitment, emotion and learning outcomes were measured. Results indicate no significant difference in the environment design on learning, feeling, commitment and sense of presence.
Files in this item
- Name:
- LISPEN_ICAT-EGVE_2023_MINDER.pdf
- Size:
- 784.7Kb
- Format:
- Embargoed until:
- 2024-06-06
Related items
Showing items related by title, author, creator and subject.
-
Communication avec acteFor the 2021 IEEE VR 3DUI contest, the topic of the year is “Challenging Pandemics” with a direct or indirect link to COVID-19. We present Rebirth-20, an immersive application focusing on two axes: breathing and prevention ...
-
Communication avec acteFor the IEEE ISMAR 2021 contest, we propose Conect, an application allowing natural social interactions to build next generation hybrid conferences. Our application works on a smartphone and a classical computer. A video ...
-
Communication avec acteDUBREUIL, Shannon; GRILLET, Valentin; LAURENT, Nicolas; LING, Jennifer; MINDER, Eloise; SALIOU, Tristan; VILLAFRANCA, Alice; CHARDONNET, Jean-Rémy (IEEE, 2022-03-12)For the 2022 IEEE VR 3DUI contest on the topic of “Arts, Science, Information and Knowledge - visualization and interactions”, we present Artana, an immersive application proposing to explore anamorphosis in various ...
-
BrevetAn interaction peripheral device capable of controlling an element for touching and grasping multidimensional virtual objects, including at least two interaction modules, each interaction module being intended to be actuated ...
-
Article dans une revue avec comité de lectureLÉON, Jean-Claude; DUPEUX, Thomas; PERRET, Jérôme; CHARDONNET, Jean-Rémy (American Society of Mechanical Engineers, 2016)The simulation of grasping operations in virtual reality (VR) is required for many applications, especially in the domain of industrial product design, but it is very difficult to achieve without any haptic feedback. Force ...