2019
DOI: 10.7146/lom.v12i20.109391
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Asymmetric collaboration in virtual reality

Abstract: It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applie… Show more

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Cited by 13 publications
(32 citation statements)
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“…The relevant conceptual frameworks underlying these 200 academic works were identified, either cited by the papers themselves or related to multiple papers. This resulting collection of 18 "framework papers" represents ideas from CSCW [2,10,14,19,26,32,42,51], VR [3,30,39], ludology [21,22], group decision making [46], organizational psychology [37,54], economics [1], and education technology literature [49]. These papers were then used to develop CAVR, a framework that draws on the multiple frameworks found.…”
Section: Methodsmentioning
confidence: 99%
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“…The relevant conceptual frameworks underlying these 200 academic works were identified, either cited by the papers themselves or related to multiple papers. This resulting collection of 18 "framework papers" represents ideas from CSCW [2,10,14,19,26,32,42,51], VR [3,30,39], ludology [21,22], group decision making [46], organizational psychology [37,54], economics [1], and education technology literature [49]. These papers were then used to develop CAVR, a framework that draws on the multiple frameworks found.…”
Section: Methodsmentioning
confidence: 99%
“…Outside of video games, HMD-induced asymmetry has seen attention in collaborative 3D design [16], data analysis [12], and public experiences such as museums [15,17]. Similar to the idea of "blended classrooms" [7], asymmetric VR may also find application in HMD-based training and classroom education [49]. In each of these situations, researchers and designers need language to describe how asymmetric experiences differ.…”
Section: Background: Need For a Framework Of Asymmetric Vrmentioning
confidence: 99%
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