Effects of Virtual-real fusion on immersion, presence, and learning performance in laboratory education
Autor: | Yancong Ma, Xubo Yang, Zhigeng Pan, Jingcheng Qian |
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Rok vydání: | 2020 |
Předmět: |
Fusion
lcsh:Computer engineering. Computer hardware Computer science Significant difference Virtual Reality Sense of presence lcsh:TK7885-7895 Virtual reality Computer Graphics and Computer-Aided Design Education Computer Science Applications Human-Computer Interaction Virtual-Real Fusion Laboratory education Immersion Presence Immersion (virtual reality) Simulation |
Zdroj: | Virtual Reality & Intelligent Hardware, Vol 2, Iss 6, Pp 569-584 (2020) |
ISSN: | 2096-5796 |
DOI: | 10.1016/j.vrih.2020.07.010 |
Popis: | Background Virtual-reality (VR) fusion techniques have become increasingly popular in recent years, and several previous studies have applied them to laboratory education. However, without a basis for evaluating the effects of virtual-real fusion on VR in education, many developers have chosen to abandon this expensive and complex set of techniques. Methods In this study, we experimentally investigate the effects of virtual-real fusion on immersion, presence, and learning performance. Each participant was randomly assigned to one of three conditions: a PC environment (PCE) operated by mouse; a VR environment (VRE) operated by controllers; or a VR environment running virtual-real fusion (VRVRFE), operated by real hands. Results The analysis of variance (ANOVA) and t-test results for presence and self-efficacy show significant differences between the PCE*VR-VRFE condition pair. Furthermore, the results show significant differences in the intrinsic value of learning performance for pairs PCE*VRVRFE and VRE*VR-VRFE, and a marginally significant difference was found for the immersion group. Conclusions The results suggest that virtual-real fusion can offer improved immersion, presence, and selfefficacy compared to traditional PC environments, as well as a better intrinsic value of learning performance compared to both PC and VR environments. The results also suggest that virtual-real fusion offers a lower sense of presence compared to traditional VR environments. |
Databáze: | OpenAIRE |
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