Investigating the effects of low-cost head-mounted display based virtual reality environments on learning and presence

被引:2
|
作者
Tepe, Tansel [1 ]
Tuzun, Hakan [2 ]
机构
[1] Turkish Airlines, Directorate Flight Operat, Istanbul, Turkey
[2] Hacettepe Univ, Dept Comp Educ & Instruct Technol, Ankara, Turkey
关键词
Virtual reality; Head-mounted display; Learning in virtual reality environments; Presence; User experience; DESK-TOP; EDUCATION; HMD; SIMULATIONS; IMPACTS; GAME; VR;
D O I
10.1007/s11042-022-13794-z
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
In this study, it is aimed to reduce the cost of using virtual reality (VR) in education by using low-cost wireless VR devices. In this direction, the effect of low-cost VR environments developed for head-mounted displays (HMD) on learning and to what extent the presence is created in virtual environments within the scope of the "Fire and Emergency Situations" course was examined. In addition, student experiences in VR environments were investigated. Multimedia design principles were used while developing the VR environments. Adopted embedded experimental research design was used in the study. The study was carried out with 2 experimental groups and a comparison group, a total of 96 students, 32 in each. Experimental group 1 participated in both of teacher-centered direct instruction and VR implementations, experimental group 2 participated only in VR implementations, and comparison group only participated in teacher-centered direct instruction. A fire knowledge test was applied to all students before and after the implementations. The "Presence Questionnaire in Virtual Environments" and "Three-Dimensional Virtual Learning Environments Evaluation Scale" were applied to the experimental groups after the implementations. Moreover, students' opinions about VR implementations were obtained through semi-structured interviews. After the implementations, the achievement of the experimental groups and comparison group increased statistically. VR implementations have created a high level of presence for all students in the experimental groups. The participants expressed positive opinions about implementations. VR implementations reduce the risk factors that can be encountered in authentic life and can be useful in the acquisition of kinesthetic skills.
引用
收藏
页码:14307 / 14327
页数:21
相关论文
共 50 条
  • [31] Development of Virtual Reality Walking Collision Detection Test on Head-mounted display
    Hwang, Alex D.
    Peli, Eli
    Jung, Jae-Hyun
    [J]. OPTICAL ARCHITECTURES FOR DISPLAYS AND SENSING IN AUGMENTED, VIRTUAL, AND MIXED REALITY, AR, VR, MR IV, 2023, 12449
  • [32] Inducing Perceptual Dominance with Binocular Rivalry in a Virtual Reality Head-Mounted Display
    Blignaut, Julianne
    Venter, Martin
    van den Heever, David
    Solms, Mark
    Crockart, Ivan
    [J]. MATHEMATICAL AND COMPUTATIONAL APPLICATIONS, 2023, 28 (03)
  • [33] Assessing Saccadic Eye Movements With Head-Mounted Display Virtual Reality Technology
    Imaoka, Yu
    Flury, Andri
    de Bruin, Eling D.
    [J]. FRONTIERS IN PSYCHIATRY, 2020, 11
  • [34] Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
    Julia M. Juliano
    Sook-Lei Liew
    [J]. Journal of NeuroEngineering and Rehabilitation, 17
  • [35] Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
    Juliano, Julia M.
    Liew, Sook-Lei
    [J]. JOURNAL OF NEUROENGINEERING AND REHABILITATION, 2020, 17 (01)
  • [36] A method for evaluating the learning concentration in head-mounted virtual reality interaction
    Lin, Yi
    Lan, Yangfan
    Wang, Shunbo
    [J]. VIRTUAL REALITY, 2023, 27 (02) : 863 - 885
  • [37] Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality
    Stephen Palmisano
    Robert S. Allison
    Joel Teixeira
    Juno Kim
    [J]. Virtual Reality, 2023, 27 : 1293 - 1313
  • [38] Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality
    Palmisano, Stephen
    Allison, Robert S.
    Teixeira, Joel
    Kim, Juno
    [J]. VIRTUAL REALITY, 2023, 27 (02) : 1293 - 1313
  • [39] A method for evaluating the learning concentration in head-mounted virtual reality interaction
    Yi Lin
    Yangfan Lan
    Shunbo Wang
    [J]. Virtual Reality, 2023, 27 : 863 - 885
  • [40] The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects
    Justin Munafo
    Meg Diedrick
    Thomas A. Stoffregen
    [J]. Experimental Brain Research, 2017, 235 : 889 - 901