Virtual reality for education?
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Construct3D: A Virtual Reality Application for Mathematics and Geometry Education
Education and Information Technologies
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Immersive VR for Scientific Visualization: A Progress Report
IEEE Computer Graphics and Applications
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
The Benefits of Statistical Visualization in an Immersive Environment
VR '99 Proceedings of the IEEE Virtual Reality
Exploring Multiple Representations In Elementary School Science Education
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
ScienceSpace: virtual realities for learning complex and abstract scientific concepts
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Visualizing the structure of virtual objects using head tracked stereoscopic displays
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Reevaluating stereo and motion cues for visualizing graphs in three dimensions
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
A Model for Understanding How Virtual Reality Aids Complex Conceptual Learning
Presence: Teleoperators and Virtual Environments
The Educational Value of an Information-Rich Virtual Environment
Presence: Teleoperators and Virtual Environments
The benefits of immersion for spatial understanding of complex underground cave systems
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
A Decade of Increased Oil Recovery in Virtual Reality
IEEE Computer Graphics and Applications
Quantifying the benefits of immersion for procedural training
IPT/EDT '08 Proceedings of the 2008 workshop on Immersive projection technologies/Emerging display technologiges
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Researchers have proposed that immersion could have advantages for tasks involving abstract mental activities, such as conceptual learning; however, there are few empirical results that support this idea. We hypothesized that higher levels of immersion would benefit such tasks if the mental activity can be mapped to objects or locations in a 3D environment. To investigate this hypothesis, we performed an experiment in which participants memorized procedures in a virtual environment and then attempted to recall those procedures. We aimed to understand the effects of three components of immersion on performance. Results demonstrate that a matched software field of view (SFOV), a higher physical FOV, and a higher field of regard (FOR) all contributed to more effective memorization. The best performance was achieved with a matched SFOV and either a high FOV or a high FOR, or both. In addition, our experiment demonstrated that memorization in a virtual environment could be transferred to the real world. The results suggest that, for procedure memorization tasks, increasing the level of immersion even to moderate levels, such as those found in head-mounted displays (HMDs) and display walls, can improve performance significantly compared to lower levels of immersion.