Learning Affordances: Theoretical Considerations for Design of Immersive Virtual Reality in Training and Education

Author(s):  
Gregory McGowin ◽  
Stephen M. Fiore ◽  
Kevin Oden

Technological advances have led to a rapid increase in the implementation of virtual reality (VR) across multiple sectors of society. Further, we are seeing more researchers explore how the technology can be used to promote learning and training in a variety of domains. But there is a problematic gap between development of VR for training and education and learning theory to ensure its efficacy. We address this need by providing a theoretical lens through which to evaluate existing research in VR. We consider technology developments that have made VR more sophisticated and draw from research in the learning and cognitive sciences to evaluate their utility as learning affordances. With this, we examine existing research as a way to illustrate the practical value of theoretical evaluation. We conclude with a discussion how this theoretical framing can point the way for both better designed studies to accelerate learning and training as well as for more innovative adaptations for accelerating learning in immersive virtual reality.

Author(s):  
Amir H Sadeghi ◽  
Joris F W Ooms ◽  
Nicolas M Van Mieghem ◽  
Edris A F Mahtab ◽  
Ad J J C Bogers

Abstract Exponential technologies such as virtual reality (VR), computational modeling, and additive manufacturing have emerged in the field of cardiology and cardiothoracic surgery. An increasing number of publications that evaluate the clinical role of these technologies are becoming available. Moreover, there is an increase in the number of hospitals and departments that have implemented digital and exponential solutions in clinical workflow. In our center, we have adopted various exponential technologies in order to improve clinical pre-procedural workflow, patient care, and training and education. In order to provide our view and approach on the implementation of these technologies, in this article, we provide an overview of the currently applied modalities including immersive virtual reality, 3D computational modeling, VR-based simulations, and additive manufacturing (3D printing). Moreover, we present the potential of these applications in cardiovascular and cardiothoracic medicine, and additionally, we will provide key facilitators, challenges, and recommendations to adopting these technologies in clinical practice.


Author(s):  
David Checa ◽  
Carola Gatto ◽  
Doriana Cisternino ◽  
Lucio Tommaso De Paolis ◽  
Andres Bustillo

Author(s):  
Daniel Livingstone ◽  
Paul Hollins

It is well documented that virtual worlds today are applied in both educational and commercial teaching and learning contexts. Where virtual worlds were once the reserve of entertainment, they have now taken on a variety of roles as platforms for business meetings, simulation, and training and education. In this context, the integration and interoperability with both online and offline resources and technologies is important. In this paper, the authors review progress toward increased integration and interoperability from the first virtual world games to today’s virtual world platforms. This paper highlights opportunities that will arise from further improvements in the ability to create virtual world platforms, content and activities that are truly interoperable, as well as more significant challenges along the way.


2013 ◽  
Vol 19 (4) ◽  
pp. 597-605 ◽  
Author(s):  
Konstantina Kilteni ◽  
Ilias Bergstrom ◽  
Mel Slater

2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.


Author(s):  
Ronei Marcos de Moares ◽  
Liliane S. Machado ◽  
Fátima de Lourdes dos Santos Nunes ◽  
Rosa Maria Esteves Moreira da Costa

Since the first electronic game produced in the 40s, a large market of entertainment games has been established. Since then, the main focus of games continues to be provide fun for users. However, Serious Games (SG) have been developed as a special class of games devoted to join fun activities with specific content. The multidisciplinary aspects necessary to the development of such applications is enhanced when they are devoted to training and education purposes. This chapter presents details of development of five serious games in which intelligent methodologies and/or virtual reality techniques were incorporated. The games include education for children and adults and training for professionals.


Author(s):  
Mariana Sampaio ◽  
Maria Vicenta Navarro Haro ◽  
Bruno De Sousa ◽  
Wilson Vieira Melo ◽  
Hunter G. Hoffman

Before COVID-19, most therapists had concerns about telepsychology, and only treated patients in person. During the COVID-19 lockdown, patients still needed therapy, but in-person therapy sessions became unsafe. The current study measured how many therapists are using online therapy before vs. during COVID-19, how much training they have received, and their knowledge about legal restrictions on using telepsychology. A sample of 768 U.S.A. mental health professionals completed a 29-item online survey. Results show that before COVID-19, most therapists only saw their patients in person (e.g., at the therapists office), but during the COVID-19 pandemic, nearly all therapists used a wide range of telecommunication technologies to communicate with their quarantined patients, including texting, telephones, video conferences, and even virtual reality. According to within-subject related samples comparisons, 39% of survey respondents used telepsychology before COVID-19, vs. 98% during COVID-19 (χ2 = 450.02, p < 0.001). Therapists reported high treatment effectiveness using telepsychology (7.45 on 0–10 scale). However, overall, on a 0–10 scale, therapists reported a significant increase in feeling burned out during the COVID-19 pandemic, Mean = 3.93 (SD = 1.93) before vs. 6.22 (SD = 2.27) during the pandemic (Z = −18.57, p < 0.001). Although the APA ethics guidelines encourage therapists to use telepsychology with their patients during the crisis, gaps in respondents' knowledge identify a need for increased specialized training and education. Although the current study showed that virtual reality is rarely used by the therapists surveyed, virtual reality is a promising new telepsychology technology. Billions of dollars are currently being invested in mass producing immersive virtual reality systems. In the future, as networked immersive Virtual Reality becomes more widely available, therapists and patients in physically different locations will be able to “meet” in a shared computer-generated world designed for therapy sessions, potentially including group sessions. Telepsychology and virtual reality have the potential to be increasingly valuable tools to help therapists mitigate the consequences of COVID-19. Research, development and training is recommended.


2019 ◽  
Vol 2 ◽  
pp. 1-8
Author(s):  
Alisa Pettitt ◽  
Sven Fuhrmann

<p><strong>Abstract.</strong> Detailed mapping is essential to systematic archeological practice and is conducted in five stages: identification, evaluation and excavation, site preservation and documentation, analysis and interpretation, and education. As archeological mapping evolves the five stages remain the same, enhanced by the integration of new geoinformation technologies to better record archeological information. Even with technological advances essential spatial data and mapping products are often overlooked when archeological information reaches the education stage. This disconnect occurs when artefacts are exhibited without considering communicating spatial context, i.e. presented behind glass cabinets. This is a critical concern as understanding spatial context is essential to grasping heritage site histories. As a solution to this wide-reaching issue in geovisualization and the digital humanities, this research proposes a framework for developing immersive virtual reality heritage site applications that preserve the spatial context of archeological mapping. Applying the framework, this research produced the heritage site application “VR Riverbend”, which successfully relinks archeological materials with essential spatial context. Thus, VR Riverbend connects archeological data with place, remedying issues of artefact/context disconnect inherent in traditional exhibits. Developing immersive VR heritage site applications following the introduced framework provides a solution towards effective spatial and often multi-layered archeological heritage site education.</p>


2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jordy Kaufman

Virtual reality technology has existed since the late 1950s; however, its use in the educational sector has been limited because of the cost of the equipment, inaccessibility of the technology, issues of usability, and lack of appropriate educational content and educator training. New technological advances have resolved some of these limitations. Additionally, affordable virtual reality equipment that has been predominately used with adults shows compelling results, highlighting the potential of this technology when used with children for educational purposes. This paper presents an overview of immersive virtual reality’s potential as a learning tool with children, highlighting its current uses, research with children for educational purposes, and the existing barriers for the applicability and implementation of immersive virtual reality in school settings.


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