Virtual Reality: An Instructional Medium for Visual-Spatial Tasks

1992 ◽  
Vol 42 (4) ◽  
pp. 136-149 ◽  
Author(s):  
J. Wesley Regian ◽  
Wayne L. Shebilske ◽  
John M. Monk
Author(s):  
Anna Chuneyeva ◽  
Mercedes Fernandez ◽  
Nicholas K. Lim ◽  
Lisa A. Long
Keyword(s):  

Author(s):  
Geoffrey S. Hubona ◽  
Gregory W. Shirah

Most computer applications feature visual user interfaces that assume that all users have equivalent propensities to perceive, interpret, and understand the multidimensional spatial properties and relationships of the objects presented. However, the hunter-gatherer theory (Silverman & Eals, 1992) suggests that there are modern-day differences between the genders in spatial and cognitive abilities that stem from differentiated prehistoric sex roles. If true, there may be discrepancies in how males and females differentially utilize particular spatial visual cues and interface features. We report three experiments in which participants engage in visual spatial tasks using 2D and 3D virtual worlds: (1) matching object shapes; (2) positioning objects; and (3) resizing objects. Female subjects under-perform male subjects in the matching and positioning experiments, but they outperform male subjects in the resizing experiment. Moreover, male subjects make more use of motion cues. Implications for the design of gender-effective user interfaces and virtual environments are considered.


2008 ◽  
Vol 1208 ◽  
pp. 95-102 ◽  
Author(s):  
Timothy Vander Velde ◽  
Marjorie Woollacott

2021 ◽  
Author(s):  
Jonathan Kelly ◽  
Lucia Cherep ◽  
Alex Lim ◽  
Taylor Doty ◽  
Stephen B. Gilbert

The number of people who own a virtual reality (VR) head-mounted display (HMD) has reached a point where researchers can readily recruit HMD owners to participate remotely using their own equipment. However, HMD owners recruited online may differ from the university community members who typically participate in VR research. HMD owners (n=220) and non-owners (n=282) were recruited through two online work sites---Amazon's Mechanical Turk and Prolific---and an undergraduate participant pool. Participants completed a survey in which they provided demographic information and completed measures of HMD use, video game use, spatial ability, and motion sickness susceptibility. In the context of the populations sampled, the results provide 1) a characterization of HMD owners, 2) a snapshot of the most commonly owned HMDs, 3) a comparison between HMD owners and non-owners, and 4) a comparison among online workers and undergraduates. Significant gender differences were found: men reported lower motion sickness susceptibility and more video game hours than women, and men outperformed women on spatial tasks. Men comprised a greater proportion of HMD owners than non-owners, but after accounting for this imbalance, HMD owners did not differ appreciably from non-owners. Comparing across recruitment platform, male undergraduates outperformed male online workers on spatial tests, and female undergraduates played fewer video game hours than female online workers. The data removal rate was higher from Amazon compared to Prolific, possibly reflecting greater dishonesty. These results provide a description of HMD users that can inform researchers recruiting remote participants through online work sites. These results also signal a need for caution when comparing in-person VR research that primarily enrolls undergraduates to online VR research that enrolls online workers.


2021 ◽  
Vol 5 (3) ◽  
pp. 393
Author(s):  
Ainun Nisa ◽  
Ikfisani Yuniar Rifki ◽  
Aiza Alya ◽  
Kusumawati Dwiningsih

The Ministry of Education and Culture of the Republic of Indonesia issued policies related to the implementation of education in the new normal era learning systems through online learning by utilizing various technologies. Without face-to-face learning, high school students have difficulty in understanding molecular shape geometry material so that it affects students' ability to develop spatial-visual precepts. As a solution to these problems, there needs to be the development of virtual reality learning videos that match the geometry of molecular shapes in real-time. This study aims to find out the validity of The Virtual Reality-Based Molecular Shape Geometry Tutorial Video As a Solution To Improve the Spatial Visual Ability of High School Students in the New Normal Era. Validity is tested through content quality and purpose, instructional quality, and technical quality. The development was carried out using the R&D method with The Thiagarajan 4D model (Define, Design, Develop, and Disseminate which is limited to the Develop Stage The results were obtained from Virtual Reality Chemistry (VR CHEM) media are very valid on each criterion assessed. The details of the results obtained are content validation of 91.9% and construction validation of 89%.


2020 ◽  
Vol 1 ◽  
pp. 100003
Author(s):  
Chiara Valzolgher ◽  
Mariam Alzhaler ◽  
Elena Gessa ◽  
Michela Todeschini ◽  
Pauline Nieto ◽  
...  

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