2019
DOI: 10.1080/07421222.2019.1628877
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Framework of Affordances for Virtual Reality and Augmented Reality

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Cited by 187 publications
(130 citation statements)
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References 36 publications
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“…They also give us a means of comparison when evaluating AR against physical reality, such as using a wet lab 39 or organ cross-section. 18 Importantly, there is no single set of affordances for AR in education, since they are highly contextual. For example, the users’ perceived affordances of an AR system for language learning while visiting a city overseas are very different to those perceived by a medical student who needs to develop a particular clinical skill.…”
Section: Affordancesmentioning
confidence: 99%
See 1 more Smart Citation
“…They also give us a means of comparison when evaluating AR against physical reality, such as using a wet lab 39 or organ cross-section. 18 Importantly, there is no single set of affordances for AR in education, since they are highly contextual. For example, the users’ perceived affordances of an AR system for language learning while visiting a city overseas are very different to those perceived by a medical student who needs to develop a particular clinical skill.…”
Section: Affordancesmentioning
confidence: 99%
“…They also identified two modifiers that are important for AR: sensory vividness and physical context. 18 However, these categories have been developed specifically in the context of comparing VR and AR, so although we believe they are useful in identifying the affordances of AR when compared to VR (as some of the studies in the literature review have done) they cannot be adopted for other contexts uncritically.…”
Section: Affordancesmentioning
confidence: 99%
“…Three main fundamental collaboration-supporting mechanisms were identified in literature, which were found as useful particularly in VR supported collaboration in multi-faceted building design use cases: Adaptability, Agile trials, and High level of focus (Steffen et al, 2019). The interviewees were able to identify all these three fundamental mechanisms: Adaptability mechanism in 6 different use cases, Agile trials in 8 use cases and High level of focus in 6 different use cases.…”
Section: Fundamental Collaboration-supporting Mechanisms In Cvrmentioning
confidence: 93%
“…Thus, along with this development, it has been increasingly noticed that collaboration in and through VR means has produced significant benefits for companies and individuals in the enabling of better collaboration and knowledge transfer (e.g. (Slater and Sanchez-Vives, 2016;Steffen et al, 2019). Due to this novelty, there is yet a limited amount of research on the collaborative and social use of VR in the working context, in their use in the transfer of knowledge between different actors, and the use of CVR as a boundary object, especially in the AEC industry, as in our case.…”
Section: Virtual Reality and Cvrmentioning
confidence: 99%
“…At the best of our knowledge, there is currently a lack of studies to theoretically explain why users maintain learning retention from technology feature perspectives. Users adopt or continuously use a tool since it affords special functionalities and action possibilities compared with others (Steffen, Gaskin, Meservy, Jenkins, & Wolman, 2019). Examining the affordances of AI-enabled automatic scoring applications contributes to the understanding of why learners continuously perform learning activity with AI-enabled automatic scoring applications.…”
Section: Related Background Ai Applications In Educationmentioning
confidence: 99%