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Past lives, present learners: Future directions for history education in virtual reality 前世今生:虚拟现实历史教育的未来方向
Pub Date : 2025-07-19 DOI: 10.1016/j.cexr.2025.100114
Miriam Mulders, Kristian H. Träg, Lilly Kaninski, Lara Rahner
This study investigates the relationship between presence and learning outcomes in Virtual Reality (VR) environments, with a focus on both cognitive and affective learning. Using the Anne Frank VR House, a virtual replica of a hiding place for a group of Jewish people during World War II, 74 university students explored how the feeling of presence affects knowledge acquisition and perspective-taking. The results showed a significant positive correlation between presence and perspective-taking, but no effect on knowledge acquisition, meaning that a higher sense of presence predicted higher perspective-taking, while knowledge scores did not. These findings highlight VR's potential to create a sense of presence and thus foster emotional engagement in history education, suggesting that empathy-driven learning may be an effective way to engage students with complex socio-political issues beyond factual knowledge.
本研究探讨了虚拟现实(VR)环境中存在与学习成果之间的关系,重点关注认知和情感学习。74名大学生利用安妮·弗兰克虚拟现实之家(二战期间一群犹太人的藏身之处的虚拟复制品)探索了存在感如何影响知识获取和观点采纳。结果显示,在场与观点采纳之间存在显著的正相关关系,但对知识获取没有影响,这意味着更高的在场感预示着更高的观点采纳,而知识得分则没有。这些发现强调了虚拟现实在创造存在感,从而促进历史教育中的情感参与方面的潜力,这表明移情驱动的学习可能是一种有效的方式,可以让学生参与事实知识之外的复杂社会政治问题。
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引用次数: 0
Teachers’ experience and situation awareness of airborne disease transmission through immersive augmented reality 基于沉浸式增强现实的教师对空气传播疾病的体验与态势感知
Pub Date : 2025-07-18 DOI: 10.1016/j.cexr.2025.100113
Ioannis Vrellis , Tassos Anastasios Mikropoulos , George Koutromanos
The COVID-19 pandemic created the need to raise awareness about airborne disease transmission via respiratory particles. Immersive Augmented Reality (AR) could increase Situation Awareness (SA) about this invisible phenomenon. Teachers play an important role in handling health emergencies by providing health literacy and promoting protective behaviors and thus could benefit from this technology. The aim of this study was threefold: (a) to develop an immersive educational AR application that creates awareness about airborne disease transmission, (b) to empirically evaluate its effectiveness in terms of SA and user experience among teachers and (c) to investigate design issues and more specifically the role of color of the visualized respiratory particles. Two versions of the application were created for Magic Leap 1 AR glasses representing respiratory particles as red or blue spherical shapes. An empirical study with forty-eight educators was carried out to measure SA and user experience in terms of presence, simulator sickness, workload, and satisfaction. The results showed that the application created high levels of overall SA for both colors. Presence and satisfaction were very high regardless of color and positively correlated. Simulator sickness and workload were low regardless of color and were not correlated with SA or presence. Participants’ comments confirmed their high levels of presence, SA and satisfaction. In terms of gender differences, women scored slightly higher in SA but were more vulnerable to simulator sickness. Overall, results imply that immersive AR can create high SA about airborne disease transmission while providing a positive experience.
COVID-19大流行使人们有必要提高对通过呼吸道颗粒传播的空气传播疾病的认识。沉浸式增强现实(AR)可以提高对这种无形现象的态势感知(SA)。教师通过提供卫生知识和促进保护行为,在处理突发卫生事件方面发挥重要作用,因此可以从这项技术中受益。本研究的目的有三个:(a)开发一种沉浸式教育AR应用程序,以提高对空气传播疾病的认识,(b)根据SA和教师的用户体验经验评估其有效性,(c)调查设计问题,更具体地说,是可视化呼吸颗粒颜色的作用。为Magic Leap 1 AR眼镜创建了两个版本的应用程序,将呼吸颗粒表示为红色或蓝色球形。对48名教育工作者进行了一项实证研究,以衡量SA和用户体验的存在感、模拟器疾病、工作量和满意度。结果表明,该应用程序对两种颜色都产生了高水平的总体SA。无论肤色,在场感和满意度都非常高,且呈正相关。无论肤色如何,模拟器病和工作量都很低,与SA或存在无关。参与者的评论证实了他们高水平的存在感、SA和满意度。在性别差异方面,女性的SA得分略高,但更容易患模拟器病。总体而言,研究结果表明,沉浸式AR可以在提供积极体验的同时,对空气传播疾病产生高SA。
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引用次数: 0
Enhancing textile heritage engagement through generative AI-based virtual assistants in virtual reality museums 通过虚拟现实博物馆中基于生成人工智能的虚拟助手增强纺织品遗产参与
Pub Date : 2025-07-13 DOI: 10.1016/j.cexr.2025.100112
Pakinee Ariya , Songpon Khanchai , Kannikar Intawong , Kitti Puritat
This study investigates how generative AI-based virtual assistants embedded within immersive virtual reality (VR) environments can enhance user engagement and cultural learning in virtual museums. Situated at the Wieng Yong House Museum in Thailand, the research addresses the challenge of preserving and promoting textile heritage in the digital age. The study aims to design, implement, and evaluate an AI-driven virtual docent capable of delivering personalized, multilingual, and real-time cultural information through interactive voice-based engagement. Using a purposive sampling technique, 25 university students participated in a convergent parallel mixed-methods study combining structured questionnaires and open-ended feedback. Quantitative findings from structured questionnaires revealed high user satisfaction, with mean scores of 4.40 for visual quality and 4.20 for ease of interaction, while response latency and voice clarity received lower ratings of 3.36 and 3.62 respectively, indicating areas for improvement. Qualitative analysis revealed four key themes: user experience with the system, communication quality, response effectiveness, and suggestions for improvement. The results demonstrate both the transformative potential and current limitations of generative AI in digital heritage settings. This study contributes to the development of more inclusive and engaging virtual museum experiences for the teaching and learning of cultural heritage, offering practical design insights for educators, curators, and developers.
本研究探讨了嵌入在沉浸式虚拟现实(VR)环境中的基于生成人工智能的虚拟助手如何提高虚拟博物馆的用户参与度和文化学习。该研究位于泰国的永宅博物馆,旨在解决在数字时代保护和促进纺织品遗产的挑战。该研究旨在设计、实施和评估一种人工智能驱动的虚拟讲解员,该讲解员能够通过基于语音的交互式参与提供个性化、多语言和实时的文化信息。采用有目的的抽样方法,对25名大学生进行了结构化问卷和开放式反馈相结合的趋同平行混合方法研究。结构化问卷的定量调查结果显示,用户满意度很高,视觉质量的平均得分为4.40,交互易用性的平均得分为4.20,而响应延迟和语音清晰度的评分较低,分别为3.36和3.62,表明了需要改进的领域。定性分析揭示了四个关键主题:系统的用户体验、沟通质量、响应效率和改进建议。研究结果显示了生成式人工智能在数字遗产环境中的变革潜力和当前的局限性。这项研究有助于开发更具包容性和吸引力的虚拟博物馆体验,用于文化遗产的教学和学习,为教育工作者、策展人和开发者提供实用的设计见解。
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引用次数: 0
Supporting learning in synchronous collaborative game design in virtual worlds: A synergy between technological and pedagogical considerations 在虚拟世界的同步协作游戏设计中支持学习:技术和教学考虑之间的协同作用
Pub Date : 2025-07-05 DOI: 10.1016/j.cexr.2025.100110
Yu Xia , Shulong Yan , Mengying Jiang , Zipporah Brown
Online collaboration has been ever present in our life and the same goes with collaborative learning in virtual worlds. However, little research has zoomed in on this type of collaborative learning context and we contribute to the understanding of technological infrastructure and pedagogical strategies to support collaborative learning in such a context. Taking a socio-material lens, we discuss four essential considerations in supporting collaborative design in virtual learning environments: social artifacts, togetherness, synchronicity, and multilevel participation. Cases were selected from a virtual makerspace offered in the summer of 2023 to illustrate the entanglement of technology and pedagogy. We then discuss in detail the technological and pedagogical considerations associated with these dimensions. Our framework provides concrete guidance for educators and researchers who are interested in offering or researching collaborative learning in virtual worlds.
在线协作一直存在于我们的生活中,虚拟世界中的协作学习也是如此。然而,很少有研究关注这种类型的协作学习环境,我们有助于理解在这种环境下支持协作学习的技术基础设施和教学策略。从社会物质的角度,我们讨论了在虚拟学习环境中支持协作设计的四个基本考虑因素:社会人工制品、团结性、同步性和多层次参与。案例是从2023年夏天提供的虚拟创客空间中选择的,以说明技术和教学的纠缠。然后我们详细讨论与这些维度相关的技术和教学方面的考虑。我们的框架为有兴趣在虚拟世界中提供或研究协作学习的教育工作者和研究人员提供了具体的指导。
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引用次数: 0
AromaCanvas: A wearable olfactory display for Chinese painting appreciation and learning in virtual reality 芳香画布:一种在虚拟现实中用于中国画欣赏和学习的可穿戴嗅觉展示
Pub Date : 2025-07-03 DOI: 10.1016/j.cexr.2025.100109
Tao Lin , Quanhao Gan , Fuxi Ouyang , Yiming Luo , Yushan Pan , Yushi Li , Shaoyu Cai
In this paper, we present AromaCanvas, a wearable olfactory display designed to enhance immersive appreciation and exploration of Chinese paintings in virtual reality (VR). AromaCanvas integrates two piezoelectric-based transducers into a vest, enabling scent delivery around the user's shoulders with controllable intensities activated through finger gesture interactions. Users can engage with Chinese paintings by pointing at different elements, such as woods or flowers, to trigger corresponding scents at varying intensities, creating a highly immersive and engaging VR art experience. We conducted two user-perception experiments to investigate how users perceive scents in virtual environments using our olfactory system. The first experiment explored human perception under different actuation factors, including the actuator distances, actuated intensities, and scent types, using piezoelectric-based transducers. Results revealed that perceived scent intensity varied across these factors, allowing us to optimize AromaCanvas for the most energy-efficient design. The second experiment evaluated the VR experience and demonstrated that AromaCanvas significantly enhanced users' sense of presence, usability, and overall experience of appreciating and learning about Chinese paintings in VR, outperforming the conventional VR system.
在本文中,我们提出了一种可穿戴的嗅觉显示器AromaCanvas,旨在增强虚拟现实(VR)中中国画的沉浸式欣赏和探索。AromaCanvas将两个基于压电的传感器集成到背心中,通过手指手势交互激活可控制强度的气味在用户肩膀周围传递。用户可以通过指向不同的元素,如树木或花朵,以不同的强度触发相应的气味,从而创造出高度身临其境和引人入胜的VR艺术体验。我们进行了两个用户感知实验,以调查用户如何使用我们的嗅觉系统在虚拟环境中感知气味。第一个实验利用压电换能器探讨了不同驱动因素下的人类感知,包括驱动器距离、驱动强度和气味类型。结果显示,感知到的气味强度因这些因素而异,使我们能够优化AromaCanvas,以实现最节能的设计。第二个实验对虚拟现实体验进行了评估,结果表明AromaCanvas显著增强了用户在虚拟现实中欣赏和学习中国画的存在感、可用性和整体体验,优于传统的虚拟现实系统。
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引用次数: 0
Self-review and feedback in virtual reality dialogues increase language markers of personal and emotional expression in an empathetic communication training experience 在共情沟通训练体验中,虚拟现实对话中的自我回顾和反馈增加了个人和情感表达的语言标记
Pub Date : 2025-07-02 DOI: 10.1016/j.cexr.2025.100108
Anna C.M. Queiroz , Jeremy N. Bailenson , Kristen Pilner Blair , Daniel L. Schwartz , Candace Thille , Anthony D. Wagner
Technological advancements have transformed how people communicate, work, and develop critical skills, especially in leadership. These changes will require nuanced skills, particularly empathetic communication, which is pivotal in managing teams and maintaining high performance in distributed work environments. Virtual reality has shown encouraging results in developing empathy and communication skills. Moreover, natural language processing techniques can provide a deeper understanding of communication patterns and nuances. However, there is still much to learn about how virtual reality can support active, empathetic communication training in the workplace. Hence, we first developed a virtual reality experience where participants could embody the manager and the employee in a performance review meeting. Then, we investigated the effects of reviewing one's performance and receiving feedback in a virtual reality perspective-taking task, compared to not reviewing or receiving feedback. The study was pre-registered and followed a pre-and post-test study design. One hundred nine participants were randomly assigned to one of the three conditions: perspective-taking, perspective-taking with self-review, or perspective-taking with self-review and feedback. Empathetic communication skills were measured through self-report measures, human-coded scoring of written and spoken behavior, and natural language processing. Results showed that receiving feedback while reviewing one's performance in a perspective-taking task increased emotional expressions in oral communication. Repeating the interaction a second time increased the use of the “I” pronoun and decreased the use of “you.” Improvement in empathetic communication was not linked to feeling concern for others. We discuss implications for theories of learning via media and implications for practitioners.
技术进步已经改变了人们沟通、工作和发展关键技能的方式,尤其是在领导方面。这些变化将需要细致入微的技巧,尤其是移情沟通,这对于管理团队和在分布式工作环境中保持高性能至关重要。虚拟现实在培养同理心和沟通技巧方面取得了令人鼓舞的成果。此外,自然语言处理技术可以更深入地理解通信模式和细微差别。然而,关于虚拟现实如何在工作场所支持积极的移情沟通培训,还有很多需要学习的地方。因此,我们首先开发了一种虚拟现实体验,参与者可以在绩效评估会议上化身经理和员工。然后,我们研究了在虚拟现实换位思考任务中回顾自己的表现并接受反馈的效果,与不回顾或接受反馈的效果相比。该研究是预先注册的,并遵循测试前和测试后的研究设计。109名参与者被随机分配到三种情况中的一种:换位思考、自我反思的换位思考、自我反思和反馈的换位思考。共情沟通技巧通过自我报告测量、书面和口头行为的人工编码评分以及自然语言处理来测量。结果表明,在回顾自己在换位思考任务中的表现时接受反馈会增加口头交流中的情绪表达。第二次重复互动增加了“我”代词的使用,减少了“你”的使用。移情沟通的改善与对他人的关心无关。我们讨论了媒介学习对理论的启示和对实践者的启示。
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引用次数: 0
Immersive virtual reality learning environments for higher education: A student acceptance study 高等教育沉浸式虚拟现实学习环境:学生接受度研究
Pub Date : 2025-06-27 DOI: 10.1016/j.cexr.2025.100105
Stefan Aufenanger , Jasmin Bastian , Glória Bastos , Maria Castelhano , Célia Dias-Ferreira , Emmanuel Fokides , Damianos Gavalas , Vlasios Kasapakis , Androniki Agelada , Apostolos Kostas , George Koutromanos , Gregory Makrides , Leonel Morgado , Daniela Pedrosa , Tomasz Szemberg , Alivizos Sofos , Justyna Szpond
The study investigates the integration of Virtual Reality Learning Environments (VRLEs) in academic teaching through the EU-funded "REVEALING" project. Researchers from Cyprus, Germany, Greece, Poland, and Portugal developed and evaluated five different immersive VRLEs, each focusing on diverse educational topics, including ancient Greek technology, sea urchin measurements, linear algebra, and historical expeditions. The study aims to determine effective instructional design principles for VRLEs and assess students' acceptance and learning outcomes.
The VRLEs were designed based on literature-derived principles that emphasise ease of tool usage, authentic experiences, and continuous feedback. Students from the participating universities explored these VR environments, providing feedback through a standardized questionnaire on aspects like immersion, ease of use, motivation, and emotions.
Results show that most participants positively engaged with the VRLEs, reporting high motivation and positive emotional responses, particularly for experiences involving interactivity. However, challenges like motion sickness and technical issues were noted, especially at one institution. The findings suggest that immersive VR experiences can significantly enhance motivation and engagement, but their effectiveness depends on careful alignment with pedagogical goals, design quality, and user experience considerations.
该研究通过欧盟资助的“reveal”项目调查了虚拟现实学习环境(VRLEs)在学术教学中的整合。来自塞浦路斯、德国、希腊、波兰和葡萄牙的研究人员开发并评估了五种不同的沉浸式VRLEs,每个VRLEs都侧重于不同的教育主题,包括古希腊技术、海胆测量、线性代数和历史探险。本研究旨在确定有效的教学设计原则,并评估学生的接受度和学习成果。vrle的设计基于文献推导的原则,强调工具使用的便利性、真实的体验和持续的反馈。来自参与大学的学生探索了这些虚拟现实环境,并通过标准化问卷就沉浸感、易用性、动机和情绪等方面提供反馈。结果表明,大多数参与者积极参与vrle,报告高动机和积极的情绪反应,特别是涉及互动的体验。然而,人们注意到了晕动病和技术问题等挑战,尤其是在一家机构。研究结果表明,沉浸式VR体验可以显著提高积极性和参与度,但其有效性取决于与教学目标、设计质量和用户体验考虑的谨慎一致。
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引用次数: 0
heARtbeat: Augmented reality for teaching electrocardiogram electrode placement 心跳:增强现实教学心电图电极放置
Pub Date : 2025-06-27 DOI: 10.1016/j.cexr.2025.100107
Cathal Breen , William Hurst
The 12-lead Electrocardiogram (ECG) is currently one of the most widely used, operator-dependent clinical skills in healthcare. To enable correct interpretation of ECG recordings, electrodes must be placed in specific anatomic locations on the chest, legs and arms. Traditional learning practices of ECG electrode placement are not standardized and burdening on faculty staff and resources. Thus, misplacement of ECG electrodes affects the accuracy of interpretation and referral to medical treatments. Augmented Reality (AR) offers a safe and scalable metric for students to learn and practice various procedures and skills by creating hyper-realistic simulations. Yet, within the healthcare domain, the main applications of AR are in the field of surgery, rehabilitation, and anatomy teaching. Therefore, this article documents the design of an AR application for teaching ECG electrode placement and the tool's Alpha evaluation by means of an expert validation and case study trial. Users of the application found it to be Inspiring (5.0) and Educational (4.9) but less effective in terms of User Friendliness (2.8) on a 7-point Likert scale. Regarding the educational potential, 57 % of the end users found the tool to increase their knowledge of ECG placement.
12导联心电图(ECG)是目前在医疗保健中应用最广泛的、依赖于操作者的临床技能之一。为了正确解读心电图记录,电极必须放置在胸部、腿部和手臂的特定解剖位置。传统的心电图电极放置学习实践不规范,对教师和资源造成负担。因此,心电图电极的错位会影响解读和转诊的准确性。增强现实(AR)为学生提供了一个安全和可扩展的指标,通过创建超现实的模拟来学习和实践各种程序和技能。然而,在医疗保健领域,AR的主要应用是在外科、康复和解剖学教学领域。因此,本文通过专家验证和案例研究试验,记录了用于ECG电极放置教学的AR应用程序的设计以及该工具的Alpha评估。该应用程序的用户认为它具有启发性(5.0分)和教育性(4.9分),但在7分的李克特量表中,用户友好性(2.8分)较差。关于教育潜力,57%的最终用户发现该工具可以增加他们对心电图放置的了解。
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引用次数: 0
Exploring virtual encounters in early childhood education: Results of a pilot study 探索儿童早期教育中的虚拟相遇:一项试点研究的结果
Pub Date : 2025-06-26 DOI: 10.1016/j.cexr.2025.100104
Heide K. Lukosch , Cara Swit , Rene Novak , E. Jayne White
Interpersonal skills such as empathy, intuition and sensing, emotional intelligence, and effective communication, are crucial for teachers working with infants (aged birth to 2 year) in Early Childhood Education and Care (ECEC). However, due to the intimate and vulnerable nature of this relationship for infants, opportunities for students to rehearse these skills in real life ECE contexts are limited. We co-designed an immersive virtual reality (VR) environment to simulate an ECEC context, with a virtual baby prototype, furniture such as a changing table and a cot, and toys a user could interact with. A pilot user study tested its efficacy with 17 participants made up of 12 students of a tertiary ECE program and 5 qualified ECE teachers. A questionnaire was used to collect data on usability, experience, and overall feedback on the VR baby experience. Results show that - while the majority of the participants appraised the audio-visual component of the VR environment, the limited haptic feedback and interaction options were a source of fear and discomfort. Participants reported to being immersed in the learning environment, but would appreciate more realistic feedback mechanisms like touch and breath. We suggest that further research looks into the effect of advanced haptic feedback in VR when used for learning in ECE.
人际交往能力,如同理心、直觉和感知、情商和有效的沟通,对于在幼儿教育和护理(ECEC)中与婴儿(出生至2岁)合作的教师至关重要。然而,由于这种关系对婴儿的亲密和脆弱的性质,学生在现实生活中的ECE环境中排练这些技能的机会是有限的。我们共同设计了一个沉浸式虚拟现实(VR)环境来模拟ECEC的背景,其中包括虚拟婴儿原型、可更换的桌子和婴儿床等家具,以及用户可以与之互动的玩具。一项试点用户研究测试了17名参与者的有效性,其中包括12名高等教育ECE课程的学生和5名合格的ECE教师。使用问卷收集可用性,体验和VR婴儿体验的总体反馈数据。结果表明,虽然大多数参与者评价了VR环境的视听部分,但有限的触觉反馈和交互选项是恐惧和不适的来源。参与者报告说,他们沉浸在学习环境中,但更喜欢更现实的反馈机制,比如触摸和呼吸。我们建议进一步研究将VR中的高级触觉反馈用于ECE学习时的效果。
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引用次数: 0
Implementation fidelity of an evidence-centered maker education intervention in a virtual world for neurodiverse adolescents 虚拟世界中神经多样性青少年循证创客教育干预的实施保真度
Pub Date : 2025-06-23 DOI: 10.1016/j.cexr.2025.100106
Alex Barrett , Fengfeng Ke , Nuodi Zhang , Zlatko Sokolikj
Intervention research is frequently hindered by a lack of attention to implementation fidelity. The success or failure of treatments relies heavily on whether they were implemented as intended. This is particularly important when studying vulnerable populations. This paper reports on the implementation fidelity of a virtual world (VW) intervention designed for neurodiverse individuals to exercise computational thinking skills through making. Twelve neurodiverse participants partook in the VW-based program, totaling 108 contact hours. Fidelity of implementation was operationalized along the dimensions of adherence to design, exposure, quality, and participant responsiveness. Results suggest that the program was implemented with high fidelity, with specific results indicating elements of program implementation that are particularly important when considering the human-computer interaction between neurodiverse populations and VWs in educational contexts. This paper provides valuable insight into the design and implementation of VW technology in maker education interventions involving neurodiverse populations.
干预研究经常因缺乏对实施保真度的关注而受阻。治疗的成功或失败在很大程度上取决于它们是否按预期实施。这在研究弱势群体时尤为重要。本文报道了一种虚拟世界(VW)干预的实现保真度,该干预是为神经多样性个体设计的,通过制造来锻炼计算思维技能。12名神经系统多样化的参与者参加了基于大众的项目,总共接触108小时。实施的保真度是沿着遵循设计、暴露、质量和参与者响应的维度进行操作的。结果表明,该程序以高保真度实施,具体结果表明,当考虑到教育背景下神经多样性人群和大众之间的人机交互时,程序实施的要素尤为重要。本文对大众技术在涉及神经多样性人群的创客教育干预中的设计和实施提供了有价值的见解。
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引用次数: 0
期刊
Computers & Education: X Reality
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