Building an Extended Reality Pedagogical Continuum Through 180° First-Person Point-of-View Video

2022 ◽  
pp. 82-97
Author(s):  
Maxime Ros ◽  
Lorenz S. Neuwirth

The advancement of virtual reality (VR) technology for educational instruction and curricular (re)design have become highly attractive and newly demanding areas of both the technology and healthcare industries. However, the quickly evolving field is still learning about each of the associated VR technologies, whether they are evidence-based, and how they are validated to decrease cognitive load and in turn increase student/learner comprehension. Likewise, the instructional (re)design of the content that the student/learner is exposed to in VR, and whether it is immersive, and promotes memorable content and experiences can influence their learning outcomes. Here the Revinax® Handbook content library that is displayed in an immersive virtual reality application in first-person point-of-view (IVRA-FPV) is contrasted with third-person point-of-view (IVRA-TPV) through VR headsets to an individual, and computer displays to many individuals along with augmented reality (AR) are evaluated as emerging advancements in the field of VR and AR.

2019 ◽  
Vol 58 (3) ◽  
pp. 596-615 ◽  
Author(s):  
Chiao Ling Huang ◽  
Yi Fang Luo ◽  
Shu Ching Yang ◽  
Chia Mei Lu ◽  
An-Sing Chen

The purpose of this study was to investigate the relationship among Taiwanese high school students’ learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students participated in the virtual reality-based learning environment and completed related scales and a test. This study found that although the students’ learning style does not influence learning outcomes, it may influence the subjective sense of presence and cognitive load in the learning process. Regarding the affective learning outcome, involvement/immersion, sensory fidelity, and mental effort are positive predictors. In addition, involvement/immersion, interface quality, mental load, and mental effort are negative predictors of cognitive learning outcomes. The conclusion from this study is that students with some learning style preferences must bear a greater cognitive load to achieve the same learning outcomes as other students. This study also points out that the components of sense of presence and cognitive load generate inconsistent predictive effects on affective and cognitive learning outcomes, respectively. Therefore, it is important to deeply explore the influence of sense of presence and cognitive load structure on learning in virtual environments.


2020 ◽  
Author(s):  
Heather Iriye ◽  
Peggy L. St. Jacques

We typically experience the world from a first-person perspective (1PP) but can sometimes experience events from a third-person perspective (3PP) much as an observer might see us. Little is known about how visual perspective influences the formation of memories for events. We developed an immersive virtual reality paradigm to examine how visual perspective during encoding influences memories. Across two studies, participants explored immersive virtual environments from first-person and third-person avatar perspectives while wearing an Oculus Rift headset. Memory was tested immediately (Study One and Study Two) and following a one-week delay (Study Two). We assessed the accuracy of visual memory using cued recall questions and spatial memory by asking participants to draw maps of the layout of each environment (Study One and Study Two). Additional phenomenological ratings were included to assess visual perspective during remembering (Study Two). There were no differences in the accuracy of visual information across the two studies, but 3PP experiences increased spatial memory accuracy compared to 1PP experiences. Our results also demonstrate that 3PP experiences create 3PP memories, as reflected by an increase in subjective ratings of observer-like perspectives during remembering. In sum, visual perspective during memory formation influences the accuracy of spatial but not visual information, and the vantage point of memories during remembering.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Heather Iriye ◽  
Peggy L. St. Jacques

AbstractWe typically experience the world from a first-person perspective (1PP) but can sometimes experience events from a third-person perspective (3PP) much as an observer might see us. Little is known about how visual perspective influences the formation of memories for events. We developed an immersive virtual reality paradigm to examine how visual perspective during encoding influences memories. Across two studies, participants explored immersive virtual environments from first-person and third-person avatar perspectives while wearing an Oculus Rift headset. Memory was tested immediately (Study One and Study Two) and following a one-week delay (Study Two). We assessed the accuracy of visual memory using cued recall questions and spatial memory by asking participants to draw maps of the layout of each environment (Study One and Study Two). Additional phenomenological ratings were included to assess visual perspective during remembering (Study Two). There were no differences in the accuracy of visual information across the two studies, but 3PP experiences were found to increase spatial memory accuracy due to their wider camera field of view when compared to 1PP experiences. Our results also demonstrate that 3PP experiences create 3PP memories, as reflected by an increase in subjective ratings of observer-like perspectives during remembering. In sum, visual perspective during memory formation influences the accuracy of spatial but not visual information, and the vantage point of memories during remembering.


Author(s):  
Antonios Kargas ◽  
Dimitrios Varoutas

This chapter enlightens how Industry 4.0 is gradually implemented in Cultural Industry. Even though Industry 4.0 started from manufacturing, it soon expanded to less technologically consuming industries, such as the Cultural, creating new opportunities especially in the field of Virtual Reality and Augmented Reality technologies. Taking into account existing research on Industry 4.0 and its main technologies and existing research and projects on Cultural Heritage's aspects related with the 4th Industrial Revolution, the chapter investigates how Industry 4.0 is implemented into Cultural Sector from a technological point of view, but moreover to investigate its potential role.


2020 ◽  
Vol 30 (4) ◽  
pp. 1737-1739
Author(s):  
Carrie A. Elzie ◽  
Jacqueline Shaia

AbstractEmpathy is the basis of a patient-physician relationship; however, this is being lost by students throughout medical training. Immersive virtual reality that allows individuals to viscerally experience anything from another person’s point of view has the potential to reverse the erosion of empathy and improve clinical practices.


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


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