2018
DOI: 10.3389/frobt.2018.00081
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Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls

Abstract: This article explores relevant applications of educational theory for the design of immersive virtual reality (VR). Two unique attributes associated with VR position the technology to positively affect education: (1) the sense of presence, and (2) the embodied affordances of gesture and manipulation in the 3rd dimension. These are referred to as the two profound affordances of VR. The primary focus of this article is on the embodiment afforded by gesture in 3D for learning. The new generation of hand controlle… Show more

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Cited by 209 publications
(158 citation statements)
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“…The significance of interactions (visual, manual or bodily) in iVR has been recognised by many scholars (see (11,12) for reviews). The effects of action performance in manipulating objects or navigating in virtual environments are important for student learning and will be further discussed.…”
Section: Immersion and Interac On In Vrmentioning
confidence: 99%
See 1 more Smart Citation
“…The significance of interactions (visual, manual or bodily) in iVR has been recognised by many scholars (see (11,12) for reviews). The effects of action performance in manipulating objects or navigating in virtual environments are important for student learning and will be further discussed.…”
Section: Immersion and Interac On In Vrmentioning
confidence: 99%
“…Several studies have examined VR's efficacy in students' learning performance (see (11,12) for reviews). Even in its more primitive form, the use of dynamic 3D figures and images in VR, compared to their static 2D counterparts, can enhance learning outcomes.…”
Section: Behavioural Performance and Neurocogni Ve Outcomesmentioning
confidence: 99%
“…Moreover, student control of the bodily experience implies subsequent agency over the resulting graphical representation. According to Johnson- Glenberg (2018), this is a feature of (virtual reality) embodied learning environments and a function of students' ability to manipulate content. And finally, cognitive conflict might arise when the graphical representation contradicts expectations (e.g., misalignment between motion and students' ideas about the shape of the graph).…”
Section: Future Directionsmentioning
confidence: 99%
“…A survey with a total of 25 measurement items was used for this study. The following items were adopted from previous literature: interactivity [101], vividness [102,103], perceived immersion [104,105,72], perceived enjoyment [106,107], brand awareness [108], brand association [109,110], satisfaction [111,112], and brand loyalty [113,111]. The other items were identified through factor and reliability analyses and scored on a 7-point Likert scale.…”
Section: Methodsmentioning
confidence: 99%