Cross-cultural learning in virtual reality environment: facilitating cross-cultural understanding, trait emotional intelligence, and sense of presence

Author(s):  
Rustam Shadiev ◽  
Xueying Wang ◽  
Yueh-Min Huang
2019 ◽  
Author(s):  
Francielly Rodrigues ◽  
Priscila Wilbert ◽  
José Carlos Tavares Da Silva ◽  
Jauvane C. De Oliveira

An eating disorder is a disturb characterized by an atypical eating behavior. The most common strategy for treatment is CBT, and its limitations have shown to be overcome using virtual reality approaches. Most VR envi- ronments created for this purpose reproduce tasks for treatment of body image disturbances and food avoidance. This work presents a new approach for eating disorders treatment using VR and concepts of serious games and gamification, which have been shown of promising potential in health context due to its ad- vantages when compared to other approaches. Tests assessing the usability and sense of presence in the virtual environment were applied to a group of 10 par- ticipants, indicating that the environment is well suited for medical treatment.


2014 ◽  
Vol 65 ◽  
pp. 30-35 ◽  
Author(s):  
Elif Gökçen ◽  
Adrian Furnham ◽  
Stella Mavroveli ◽  
K.V. Petrides

PLoS ONE ◽  
2018 ◽  
Vol 13 (2) ◽  
pp. e0191846 ◽  
Author(s):  
Natalia Cooper ◽  
Ferdinando Milella ◽  
Carlo Pinto ◽  
Iain Cant ◽  
Mark White ◽  
...  

Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.


Author(s):  
Rustam Shadiev ◽  
Wu-Yuin Hwang ◽  
Yueh-Min Huang

<p>This study investigated three aspects: how project-based collaborative learning facilitates cross-cultural understanding; how students perceive project-based collaborative learning implementation in a collaborative cyber community (3C) online environment; and what types of communication among students are used. A qualitative case study approach was applied to explore these aspects using a variety of data sources. First, students’ reflections were evaluated to determine their level of cross-cultural understanding. Second, students’ messages on the discussion board were analysed to explore their cross-cultural learning process and types of communication. Third, interviews were conducted with the students and their instructor to investigate their experiences and perceptions with respect to project-based cross-cultural learning. Results of this study show that cross-cultural learning took place in the 3C online environment. Folk games, learning activities, were interesting, drew students’ attention, and stimulated their motivation. The students and the instructor positively perceived the 3C online environment as it created an authentic learning environment by connecting students from different cultures. Educational, technical, and communicative types of communication in the 3C environment were derived; however, only communication of the educational type could facilitate cross-cultural understanding. Based on the results, this study provides implications and suggestions for the teaching and research community in the field.</p>


PCD Journal ◽  
2017 ◽  
Vol 4 (1-2) ◽  
pp. 41
Author(s):  
Purwo Santoso

Drawn by globalization, Indonesia's governance has been transformed into a more decentralised and democratically shaped one in the pas decade. Given the scale of the challenges, its achievement deserves admiration. Yet, the remaining challenges, namely to ensure that decentralised democratic governance remains culturally deep-seated in Indonesia politics is enormous. The stage of the transformation has hardly reached the fundamentally required cultural change due to the lack of cultural understanding within the process of transformation. Since democratisation and decentralisation are, essentially, forms of cultural engagement of global political-economic powers, the article proposes to reframe those two processes as the kings of cultural transformation. Analysing along this line of thought allows us to uncover the fact of the stubborn obstacle that Indonesia has been facing to reconcile the intangible, yet, continuously-embedded clashes of sub-cultures. A kind of cross-cultural learning strategy is important for Indonesia to secure that agenda.


Author(s):  
Youmei Liu

This chapter focuses on four main areas: (1) the relationship between cultural value systems and education, (2) the influence of cultural values on assessment systems, (3) the use of technology to facilitate cross-cultural communication, and (4) online education promoting the development of social capital. It argues that in order to design an effective curriculum that can be applied in a cross-cultural learning environment, both instructors and students need to be aware of diverse cultural value systems and their characteristics. This cross-cultural understanding and the creation of social capital can be developed through effective communication with the assistance of technology.


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