Suitability test of virtual reality applications for older people considering the spatial orientation ability DOI Creative Commons
Dan Bürger, Stefan Pastel,

C.-H. Chen

и другие.

Virtual Reality, Год журнала: 2023, Номер 27(3), С. 1751 - 1764

Опубликована: Фев. 22, 2023

Abstract Previous studies showed similar spatial orientation ability (SO) between real world (RW) and virtual reality (VR). As the SO deteriorates with age, it is crucial to investigate whether degradation in VR, as may affect use of VR tools for older people, such physical therapy. Therefore, we extended our previous study, which RW was measured younger participants (18–35 years) a higher age group (> 55 examine VR's influence on their SO. Two main tests were conducted. In first test, blindfolded, asked rotate (0°, 45°, 180°, 225°) fixed starting position, walk straight different objects they had memorized before. This test conducted twice. An ANOVA only revealed significant interaction factors Age (young/old) Condition (VR/RW) 45°-rotation second run. Here, both groups performed similarly RW, while greater deviations appeared. Nevertheless, overall Age*Condition-interaction not significant. subjects required blindfolded two from positions. The position changed three times each condition but equal VR. No interactions found ( p > 0.05). Both groups, supporting usage regardless age.

Язык: Английский

Cultural Heritage as a Didactic Resource through Extended Reality: A Systematic Review of the Literature DOI Creative Commons

Andrea Dordio,

Eva Lancho,

María José Merchán

и другие.

Multimodal Technologies and Interaction, Год журнала: 2024, Номер 8(7), С. 58 - 58

Опубликована: Июль 5, 2024

Extended reality, which encompasses virtual, augmented, and mixed emerges as an important didactic resource, offering great potential to bring heritage closer the educational environment. Heritage education is a challenge for today’s society, contributing cultural social development. Therefore, aim of this systematic review analyze documents related in through extended reality. The search was conducted using Scopus Web Sciences databases, allowing international search. We excluded any document that not scientific article published journal. A total 52 were analyzed, all open-access articles. Preliminary results indicate virtual reality augmented are utilized work with architectural, historical, archaeological, musical heritage. has been applied stages system, formal non-formal settings, thereby demonstrating its versatility. These experiences increase motivation academic performance comparison less innovative methodologies, line other studies on topic. In conclusion, make significant impact education, particularly when combined creation multidisciplinary groups will enhance research near future.

Язык: Английский

Процитировано

3

Virtual and Augmented Reality in Science, Technology, Engineering, and Mathematics (STEM) Education: An Umbrella Review DOI Creative Commons

Yiqun Zhang,

Miguel A. Feijoo-Garcia, Yiyin Gu

и другие.

Information, Год журнала: 2024, Номер 15(9), С. 515 - 515

Опубликована: Авг. 23, 2024

The application of extended reality (XR) technology in education has been growing for the last two decades. XR offers immersive and interactive visualization experiences that can enhance learning by making it engaging. Recent technological advances have led to availability high-quality affordable headsets. These advancements spurred a wave research focused on designing, implementing, validating educational interventions. Limited literature focuses recent trends within science, technology, engineering, mathematics (STEM) education. Thus, this paper presents an umbrella review explores exploding field its transformative potential STEM Using six online databases, zoomed 17 out 1972 papers education, published between 2020 2023, following Preferred Reporting Items Systematic reviews Meta-Analyses (PRISMA) guidelines. results highlighted types applied (i.e., virtual augmented reality), specific disciplines involved, focus each study reviewed, major findings from reviews. Overall, benefits using are apparent: boosts student motivation, facilitates engagement, improves skills, example. However, still challenges must be addressed, such as physical discomfort learner wearing headset technical glitches. Besides revealing encourages reflection current practices suggests ways apply effectively.

Язык: Английский

Процитировано

3

BiodivAR: A Cartographic Authoring Tool for the Visualization of Geolocated Media in Augmented Reality DOI Creative Commons
Julien Mercier,

Nicolas Chabloz,

Grégory Dozot

и другие.

ISPRS International Journal of Geo-Information, Год журнала: 2023, Номер 12(2), С. 61 - 61

Опубликована: Фев. 9, 2023

Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it possible design immersive remotely, without necessitating an in-depth knowledge the context. However, creation typically requires complex programming tools that are beyond reach mainstream users. We introduce BiodivAR, web cartographic tool authoring location-based AR experiences. Developed using user-centered methodology open-source interoperable technologies, second iteration effort started 2016. It designed meet needs defined through use cases co-designed with end users enables custom geolocated points interest. This approach enabled substantial progress over previous iteration. Its reliance on geolocation data anchor objects relative user’s position poses set challenges: On mobile devices, GNSS accuracy lies between 1 m 30 m. Due its impact anchoring, this lack can have deleterious effects usability. conducted comparative user test application combination two different types (GNSS versus RTK). While test’s results undergoing analysis, we hereby present assessment our system’s usability based eye-tracking traces events, questionnaires.

Язык: Английский

Процитировано

9

Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement DOI Open Access
Hao-Chiang Koong Lin, Li-Wen Lu,

Ruei-Shan Lu

и другие.

Sustainability, Год журнала: 2024, Номер 16(21), С. 9451 - 9451

Опубликована: Окт. 30, 2024

As traditional cultural heritage education gradually reduces students’ exposure to the physical environment, it is more difficult stimulate awareness of and interest in local culture. The concepts preservation sustainable development have not yet been effectively integrated into teaching. Therefore, this study developed an alternative reality game (ARG) combined with a learning scaffold enable students gain deeper understanding history Taiwan during Japanese rule period through immersive experience explore solve real-world problems interactive which helped understand development. results showed that experimental group using ARG significantly outperformed control terms effectiveness engagement. Students only had curriculum content but also higher behavioral emotional In addition, increased, indicates materials are effective promoting their educational identity. This confirms combination innovative technology gamified instruction enhances promotes heritage. Future research should further optimize use reduce impact operational difficulties on how can be used subject areas.

Язык: Английский

Процитировано

2

Suitability test of virtual reality applications for older people considering the spatial orientation ability DOI Creative Commons
Dan Bürger, Stefan Pastel,

C.-H. Chen

и другие.

Virtual Reality, Год журнала: 2023, Номер 27(3), С. 1751 - 1764

Опубликована: Фев. 22, 2023

Abstract Previous studies showed similar spatial orientation ability (SO) between real world (RW) and virtual reality (VR). As the SO deteriorates with age, it is crucial to investigate whether degradation in VR, as may affect use of VR tools for older people, such physical therapy. Therefore, we extended our previous study, which RW was measured younger participants (18–35 years) a higher age group (> 55 examine VR's influence on their SO. Two main tests were conducted. In first test, blindfolded, asked rotate (0°, 45°, 180°, 225°) fixed starting position, walk straight different objects they had memorized before. This test conducted twice. An ANOVA only revealed significant interaction factors Age (young/old) Condition (VR/RW) 45°-rotation second run. Here, both groups performed similarly RW, while greater deviations appeared. Nevertheless, overall Age*Condition-interaction not significant. subjects required blindfolded two from positions. The position changed three times each condition but equal VR. No interactions found ( p > 0.05). Both groups, supporting usage regardless age.

Язык: Английский

Процитировано

4