scholarly journals Which Factors Promote and Inhibit the Technology Acceptance of Immersive Virtual Reality Technology in Teaching-Learning Contexts? Results of an Expert Survey

Author(s):  
Carolin Pletz

Although immersive virtual reality (IVR) is now accessible for large-scale use due to rapid technological developments, there appear to be few organizations in the German-speaking countries that are already actively using this technology on a large scale in education and training. Therefore, little is known about the technology acceptance. Questions arise as to how the technology acceptance can be explained and which technology-specific influencing factors can be identified in the field of training. 15 persons from 13 organizations, who are experienced with use of IVR in teaching-learning contexts such as training, were interviewed in an expert survey to identify promoting and inhibiting aspects of the technology acceptance of IVR in teaching-learning contexts. The results provide information about personal, organizational and technology-related promoting and inhibiting aspects for trainers and training participants. Furthermore, general aspects which are decisive for future use in the companies are derived.

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

2019 ◽  
Vol 9 (21) ◽  
pp. 4480 ◽  
Author(s):  
Juan Miguel Gonzalez Lopez ◽  
Ramon Octavio Jimenez Betancourt ◽  
Juan M Ramirez Arredondo ◽  
Efrain Villalvazo Laureano ◽  
Fernando Rodriguez Haro

The current difficulty in obtaining financial resources to acquire equipment for training personnel and the requirement of well-trained engineers in the industry looking toward sustainability, creates an opportunity to innovate in teaching tools, such as the proposed in this article, where a virtual world is projected, integrating the planning and design of a photovoltaic power plant (PV). The user can interact while immersed in the virtual scene as if the PV system were already installed, illustrating technical characteristics of selected equipment and its installation details, while the user is interacting with didactic activities focused on visual, auditory, and kinesthetic learning. This paper summarizes an initiative within the teaching–learning context, which aims to show the advantages of using modern tools, such as virtual reality, to achieve teaching goals in a renewable energy course.


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.


Retos ◽  
2020 ◽  
pp. 768-772
Author(s):  
Alberto Martín-Barrero ◽  
Pablo Camacho Lazarraga

El diseño de tareas y su planificación ha emergido como uno de los principales enfoques en las líneas de investigación sobre aquellos investigadores que apoyan la bases conceptuales de la pedagogía no lineal como elemento clave para el proceso de enseñanza-aprendizaje y el entrenamiento. Es por ello, que cada vez más se investiga cómo afectan los diferentes constreñimientos en relación a los comportamientos y patrones de acción de los jugadores, tanto en el plano individual como colectivo. Se realiza una propuesta práctica con diferentes niveles de complejidad, en las que se manipulan la aleatorización de los movimientos de los jugadores, el grado de oposición, las fases del juego, el rol del jugador y la forma de gol. Esta nueva visión de la pedagogía no lineal, nos obliga a replantearnos el concepto de tarea de entrenamiento, orientándolo hacia un entorno dinámico adaptado a las necesidades de los jugadores. El objetivo de este trabajo es realizar una propuesta práctica a través de diferentes contextos de aprendizaje (tipos de tareas) de menor complejidad, manipulando/constriñendo ciertos elementos de la misma, con el fin de aumentar el grado de variabilidad y complejidad, a través de estrategias que mejoren el proceso de adaptación del jugador a las situaciones reales de juego.Abstract: The design and planning of tasks has emerged as one of the main focuses in the lines of research for those researchers who support the conceptual basis of nonlinear pedagogy as a key element for the teaching-learning process and training. For this reason, more and more research is being carried out on how the different constraints affect behaviors and action patterns of the different players, both individually and collectively. A practical proposal is made with different levels of complexity, in which the randomization of players’ movements, the degree of opposition, the phases of the game, players’ role, and goal forms are manipulated. This new vision of nonlinear pedagogy pushes us to rethinking the concept of training tasks, directing it towards a dynamic environment adapted to players’ needs. The objective of this work is to carry out a practical proposal through different learning contexts (types of tasks) of less complexity, manipulating / constraining certain elements of it, in order to increase the degree of variability and complexity, through strategies that improve players’ adaptation process to real game situations.


2020 ◽  
Vol 2 (5) ◽  
pp. 421-442
Author(s):  
Stéphanie Philippe ◽  
Alexis D. Souchet ◽  
Petros Lameras ◽  
Panagiotis Petridis ◽  
Julien Caporal ◽  
...  

Author(s):  
Liang Sun ◽  
Le Feng ◽  
Yiyun Zhang ◽  
Xiang Ji ◽  
Han Wong ◽  
...  

Underground square, as a recreation and activity place for citizens, represents the underground space quality of a city, so its spatial experience is of great significance. This research discussed the influence and effects of underground squares’ interface morphology on spatial experience. By field research of ten large-scale urban underground spaces, the basic elements and related numerical interval of underground squares’ interface morphology were summarized, and on basis of this, underground square virtual models with different interface morphology were built. Based on the platform of immersive virtual reality system (IVRS), combing the isovist method and the SD method, this paper made a quantitative analysis on the relevance between interface morphology and spatial experience, and the relevant compliance indicators of interface morphology were summarized. The experimental results show that the spatial experience is good at the interface density of 0.402 and interface opening’s aspect ratio of 2–3. This can provide reference and foundation for urban underground spatial design in future.


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):  
Elaine Welsh ◽  
Marina Jirotka ◽  
David Gavaghan

We examine recent developments in cross-disciplinary science and contend that a ‘Big Science’ approach is increasingly evident in the life sciences—facilitated by a breakdown of the traditional barriers between academic disciplines and the application of technologies across these disciplines. The first fruits of ‘Big Biology’ are beginning to be seen in, for example, genomics, (bio)-nanotechnology and systems biology. We suggest that this has profound implications for the research process and presents challenges both in technological design, in the provision of infrastructure and training, in the organization of research groups, and in providing suitable research funding mechanisms and reward systems. These challenges need to be addressed if the promise of this approach is to be fully realized. In this paper, we will draw on the work of social scientists to understand how these developments in science and technology relate to organizational culture, organizational change and the context of scientific work. We seek to learn from previous technological developments that seemed to offer similar potential for organizational and social change.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Ziyan Yin ◽  
Sang-Bing Tsai

After decades of progress in virtual reality, the key technologies among them have reached the foundation to support the development of the virtual reality industry. Immersive virtual reality classroom is a bold attempt to combine present-day information science and technology with innovative teaching concepts, which inherits the characteristics of existing online education such as short and compact, large-scale, and free and open. Combined with immersive virtual reality technology, virtual reality classrooms will present strong. The virtual reality classroom will present a strong sense of immersion, interactivity, and conceptualization. This paper elaborates on the development history of virtual reality and its future development direction from the technical perspective and educational perspective, respectively. Taking Civic Science course as an example, after analyzing the feasibility and development significance of immersive virtual reality interactive teaching classroom in detail, the design scheme of immersive virtual reality classroom is proposed, the characteristics and advantages of virtual immersive virtual reality classroom are discussed, and the application of immersive virtual reality technology to classroom teaching is explored. Combined with the constructed virtual reality classroom, the testing, analysis, and evaluation work should be completed and corresponding improvements should be made to better meet the personalized learning needs of learners.


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