2021
DOI: 10.1007/s10055-021-00528-z
|View full text |Cite
|
Sign up to set email alerts
|

Processing presence: how users develop spatial presence through an immersive virtual reality game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

1
9
0
8

Year Published

2021
2021
2024
2024

Publication Types

Select...
6
1

Relationship

1
6

Authors

Journals

citations
Cited by 11 publications
(18 citation statements)
references
References 22 publications
1
9
0
8
Order By: Relevance
“…So far, the most prominent VR solutions that have been explored in the educational context can be classified into two broad categories: (a) high-end immersive VR, which delivers the content via standalone or tethered Head-Mounted Displays (HMDs), with high visual quality view and low latency framerates (Oculus Rift, HTC Vive) and (b) low-end immersive VR, which renders custom-made 360° videos in a spherical view and displays the content in budget-friendly equipment that is compatible with most modern smartphone devices (Google Cardboard, Wave VR box). The first is more appropriate for self-contained experiences (practice-based learning) but the relatively high cost of the hardware equipment and the time required to set up the activities make them relatively prohibitive for the casual learning context (Uz-Bilgin & Thompson, 2021). The second one is preferred when considering the conduct of large-scale interventions (experimental activities or situational training) due to its inconspicuous cost and the ease of deployment (ie, a smartphone paired with a portable VR cardboard) (Wu et al, 2021).…”
Section: Stereoscopic 360° Vr-based Instructionmentioning
confidence: 99%
See 3 more Smart Citations
“…So far, the most prominent VR solutions that have been explored in the educational context can be classified into two broad categories: (a) high-end immersive VR, which delivers the content via standalone or tethered Head-Mounted Displays (HMDs), with high visual quality view and low latency framerates (Oculus Rift, HTC Vive) and (b) low-end immersive VR, which renders custom-made 360° videos in a spherical view and displays the content in budget-friendly equipment that is compatible with most modern smartphone devices (Google Cardboard, Wave VR box). The first is more appropriate for self-contained experiences (practice-based learning) but the relatively high cost of the hardware equipment and the time required to set up the activities make them relatively prohibitive for the casual learning context (Uz-Bilgin & Thompson, 2021). The second one is preferred when considering the conduct of large-scale interventions (experimental activities or situational training) due to its inconspicuous cost and the ease of deployment (ie, a smartphone paired with a portable VR cardboard) (Wu et al, 2021).…”
Section: Stereoscopic 360° Vr-based Instructionmentioning
confidence: 99%
“…The literature also highlights the potentials that VR offers in the subject of MB. The most important are: (a) the development of the sense of spatial presence, attributed to the high-fidelity representations, which increases the incentives to explore the scientific phenomena in greater depth (Blikstein et al, 2016), (b) the integration of game-based activities to present and communicate information related to complex structural elements and factual processes, attributed to the ludic and playful nature that such environments inherently have, which increases the retention and transfer of the constructed scientific knowledge (Wang et al, 2019), (c) the augmentation of the experimental activities, attributed to the multimodal interaction that the specialised apparatus offers, which increases the incentives for engagement (Uz-Bilgin & Thompson, 2021), and (d) the conduct of high-end simulated laboratory activities, attributed to the technical capabilities that modern VR platforms offer, which greatly enhance learners' cognitive and problem-solving skills (Wu et al, 2021). Some of the above-mentioned studies (eg, Uz-Bilgin & Thompson, 2021;Wu et al, 2021) have also identified the added-value of stereoscopic 360° VR in MB for the following reasons: (a) the high-representational fidelity (eg, 3D depth, dynamic movements) enables learners to develop spatial awareness and experience the sense of presence; both of these elements have been widely attributed to improving knowledge acquisition and disciplinary understanding, (b) the observational narrative of scientific phenomena or situations enables learners to interpret information in a more diverse and logical way with a lower cognitive/mental effort and (c) instructional activities that take place in such environments enable teachers to communicate abstract concepts that often request that students utilise their critical thinking and analytical skills.…”
Section: Stereoscopic 360° Vr-based Instructionmentioning
confidence: 99%
See 2 more Smart Citations
“…After playing Cellverse, a majority of user participants remarked that the cellular environment was more complex, dynamic, and densely packed than they expected (Thompson et al, 2020). Viewing and exploring the cellular environment improved players' conceptions of cells; participants' drawings after they completed the game were more complex and included organelles that were not in their initial drawings (Thompson et al, 2020;Uz-Bilgin & Thompson et al, 2021). The appearance of new organelles suggests that playing the game triggered players' memories about organelles they had learned about in the past.…”
Section: Authenticitymentioning
confidence: 99%