Human Connectedness to Nature: Comparison of Natural vs. Virtual Experiences

Author(s):  
Mary D. Smith ◽  
Sean Getchell ◽  
Megan Weatherly
Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Challenges ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 12
Author(s):  
Tanja Sobko ◽  
Gavin T. L. Brown

Urbanized children today have fewer opportunities to interact with nature which may lead to a greater risk of mental health problems. The objective of this randomized controlled trial was to investigate which particular changes in connectedness to nature (CN) would improve psychological well-being (PW) in young children. Six hundred and thirty-nine preschoolers (52.0% boys, age 34.9 ± 9.5 months) participated in Play&Grow, an early environmental education intervention. Children’s CN and PW were evaluated by parents before and after the program with validated measures; the CNI-PPC (four factors) and the SDQ, Strength and Difficulties questionnaire (five factors), respectively. The effectiveness of the intervention on the primary outcomes (CN, PW) as well as the relationship between them was analyzed in a repeated measures path model with intervention status as a causal predictor. Specific CN factors consistently increased ProSocial behavior and reduced Hyperactivity and Emotional problems. In summary, this study showed that the previously reported impact shifted from the total CN score to the specific CN factors. The Play&Grow intervention positively increased children’s CN and improved some aspects of psychological well-being in children which is a preliminary evidence of developmental benefits of connecting young children with nature. Our results indicate promising direction of action for the improvement of families’ psychological health.


Archaeologies ◽  
2009 ◽  
Vol 5 (2) ◽  
pp. 323-343 ◽  
Author(s):  
Mick Broderick ◽  
Mark Cypher ◽  
Jim Macbeth

2018 ◽  
Vol 80 (5) ◽  
pp. 359-364 ◽  
Author(s):  
McKenzie L. Doup

Children today do not spend as much time outside as they did in previous generations; consequently, they are not building connectedness to nature and are less likely to engage in pro-environmental behaviors. Environmental education is one way to ameliorate this problem. However, teachers are limited by their access to natural habitats, time, and field expertise. To address both of these issues, I present an inquiry-based activity for both Advanced Placement and general high school biology that requires students to spend time in nature, use authentic field methods for collecting data, and apply their findings to pertinent conservation issues. This four-day activity uses a simplified approach, called the meter stick random sampling method, to measure plant biodiversity of different local habitats. Time-efficient and not reliant on species identification, this method is designed so students can repeat this procedure in their backyards or at a local nature preserve. The data can be used to discuss how human disturbance of habitat affects biodiversity, the importance of biodiversity for the stability of ecosystems, and how to restore biodiversity locally.


2010 ◽  
Vol 3 (1) ◽  
Author(s):  
Lizzy Bleumers ◽  
Kris Naessens ◽  
An Jacobs

This article introduces Proxy Technology Assessment (PTA) as a methodological approach that can widen the scope of virtual world and game research. Studies of how people experience virtual worlds and games often focus on individual in-world or in-game experiences. However, people do not perceive these worlds and games in isolation. They are embedded within a social context that has strongly intertwined online and offline components. Studying virtual experiences while accounting for these interconnections calls for new methodological approaches. PTA answers this call.Combining several methods, PTA can be used to investigate how new technology may impact and settle within people's everyday life (Pierson et al., 2006). It involves introducing related devices or applications, available today, to users in their natural setting and studying the context-embedded practices they alter or evoke. This allows researchers to detect social and functional requirements to improve the design of new technologies. These requirements, like the practices under investigation, do not stop at the outlines of a magic circle (cf. Huizinga, 1955).We will start this article by contextualizing and defining PTA. Next, we will describe the practical implementation of PTA. Each step of the procedure will be illustrated with examples and supplemented with lessons learned from two interdisciplinary scientific projects, Hi-Masquerade and Teleon, concerned with how people perceive and use virtual worlds and games respectively.


Climate ◽  
2021 ◽  
Vol 9 (10) ◽  
pp. 146
Author(s):  
Lindsay P. Galway ◽  
Thomas Beery ◽  
Chris Buse ◽  
Maya K. Gislason

Despite widespread calls to action from the scientific community and beyond, a concerning climate action gap exists. This paper aims to enhance our understanding of the role of connectedness to nature in promoting individual-level climate action in a unique setting where climate research and action are lacking: Canada’s Provincial North. To begin to understand possible pathways, we also examined whether climate worry and talking about climate change with family and friends mediate the relationship between connectedness to nature and climate action. We used data collected via postal surveys in two Provincial North communities, Thunder Bay (Ontario), and Prince George (British Columbia) (n = 628). Results show that connectedness to nature has a direct positive association with individual-level climate action, controlling for gender and education. Results of parallel mediation analyses further show that connectedness to nature is indirectly associated with individual-level climate action, mediated by both climate worry and talking about climate change with family and friends. Finally, results suggest that climate worry and talking about climate change with family and friends serially mediate the relationship between connectedness to nature and with individual-level climate action. These findings are relevant for climate change engagement and action, especially across Canada’s Provincial North, but also in similar settings characterized by marginalization, heightened vulnerability to climate change, urban islands within vast rural and remote landscapes, and economies and social identities tied to resource extraction. Drawing on these findings, we argue that cultivating stronger connections with nature in the places where people live, learn, work, and play is an important and currently underutilized leverage point for promoting individual-level climate action. This study therefore adds to the current and increasingly relevant calls for (re-)connecting with nature that have been made by others across a range of disciplinary and sectoral divides.


2019 ◽  
Vol 7 (11) ◽  
pp. 1330-1340
Author(s):  
Lara Meneses Saldanha Nepomuceno ◽  
André Santos Silva ◽  
Daniele De Oliveira Xavier ◽  
Jessica de Castro Barbosa ◽  
Ana Cláudia Uchôa Araújo ◽  
...  

The discussion contemplates the construction and development of collaborative digital tools to support distance teaching, with its origins still in the 2000s, within the scope of the Multimeios Research Laboratory, linked to the Faculty of Education (FACED) of UFC, located at city of Fortaleza / Ceará / Brazil. Thus, it aims to analyze the experiences of construction and (re) structuring of the TeleMeios Virtual Teaching Environment (VTE) and its adaptive possibilities in a hybrid context, with a view to subsidizing formative actions in which learners and teachers can have access to virtual experiences in the learning environment which play the role of protagonists. As theoretical reference, there are the studies of Borges (2009), Jucá (2011), Moran (2015), Bacich; Tanzi Neto; Trevisani (2015) among others, which discuss about teaching and hybrid education, digital information and communication technologies, as well as other themes involving teaching and virtual and classroom learning. The research is bibliographical, of a qualitative nature, anchored in Lakatos and Marconi (2002), which makes use of publications such as textbooks, scientific articles, reviews, which deal with the subject. Among the findings, it can be highlighted that the TeleMeios environment has a formative potential to be explored and investigated, focusing on the structural and pedagogical design of virtual environments that surpass the concept of content repository and the idea of students as receptacles of knowledge. and teachers, as sole holders of knowledge.


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