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Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018最新文献

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Barriers to VR use in HE 在高等教育中使用VR的障碍
Evans Leighton
Author Summary: VR promises revolutionary changes in the levels of immersion that users can experience, and if applied successfully in educational contexts this deep immersion could have significant effects on both teaching and learning. To utilise VR effectively in the higher education (HE) space, there must be some consideration given to what might prevent the use of VR in this sector and why these barriers exist—and how they can be mitigated against. Based on an extensive research project involving qualitative interviews with 21 VR makers and designers in autumn 2017, following a thematic analysis of the interview data, this paper identifies 5 major barriers to the uptake of VR in a wider cultural sense and in a specific, educational context. These identified barriers are: the materiality of VR and issues with headsets and cables; interfaces within VR and issues with haptic technology; the ’language of VR’ and the difficulty in communicating the benefits of VR; cybersickness and gender issues with VR use, and, the cost of VR. The preparation of educational VR materials requires an acknowledgement of these sometimes-concealed barriers to VR use, and it is proposed that through knowledge-transfer and sharing of best practice the use of VR in higher education could become a model of best practice for designing inclusive VR experiences that avoid major barriers to participation in VR.
作者总结:虚拟现实技术有望革命性地改变用户体验的沉浸感,如果在教育环境中成功应用,这种深度沉浸感将对教学和学习产生重大影响。为了在高等教育(HE)领域有效地利用虚拟现实,必须考虑哪些因素可能会阻碍虚拟现实在这一领域的使用,以及这些障碍存在的原因,以及如何减轻这些障碍。基于一项广泛的研究项目,包括2017年秋季对21位VR制造商和设计师的定性访谈,以及对访谈数据的专题分析,本文确定了在更广泛的文化意义和特定的教育背景下接受VR的五大障碍。这些已确定的障碍包括:VR的重要性以及头显和电缆的问题;VR中的界面和触觉技术的问题;“虚拟现实的语言”和难以传达虚拟现实的好处;晕屏和VR使用中的性别问题,以及VR的成本。教育VR材料的准备需要承认这些有时隐藏的VR使用障碍,并提出通过知识转移和最佳实践分享,VR在高等教育中的使用可以成为设计包容性VR体验的最佳实践模型,避免参与VR的主要障碍。
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引用次数: 6
Virtual Reality for enhanced teaching of conceptual design development 虚拟现实技术在概念设计开发教学中的应用
C. Wood
Author Summary: A key component of the Swansea University Year 1 Civil Engineering training is based around the exploration and development of imaginative, viable Civil Engineering conceptual solutions to problems. In industry, conventional methods for conceptual design communication, such as sketching, physical modelling or 2D CAD drawings are now being superseded by 3D and 4D (space + time) computer modelling and visualisation methods, which go hand-in-hand with the growing industry adoption of building information modelling (BIM) (National Institute of Building Sciences, 2018). This study seeks to further enhance Year 1 Civil Engineering students’ understanding of and interaction with 3D conceptual design, by introducing interactive VR as part of a computer laboratory based activity within the “conceptual design” module. This study is based on the expectation that the introduction of immersive conceptual design and interaction will allow the students to more fully engage in the concept evolution stage of design. Furthermore, in comparison with the more common CAD methods, where students would look at a 2D computer screen to develop a 3D object, it is envisaged that through immersion in VR, students’ spatial awareness of aspects of the conceptual design could be greatly enhanced.This study found that after developing basics skills in the 3D building information modelling software Autodesk Revit, students were capable of utilising traditional 2D building plans and elevations to develop from scratch their own detailed 3D model of an existing multi-storey building on the Swansea University Bay Campus, the Energy Safety Research Institute (ESRI) Building. The addition of VR-interactivity whilst developing the 3D model enabled students to identify anomalies otherwise not easily identifiable in their models, and also permitted students to develop much better understanding of the scale of typical structural elements such as slabs, beams and columns (for which they learn simple techniques for preliminary sizing in Year 1) in relation to other more familiar building elements, such as doors and windows, and 3D arrangement of interior structures such as staircases within the building. All the participants in the study reported that using VR enhanced their experience of the conceptual design building development exercise.
作者总结:斯旺西大学一年级土木工程培训的一个关键组成部分是围绕探索和发展富有想象力的,可行的土木工程概念解决方案的问题。在工业中,传统的概念设计沟通方法,如素描、物理建模或2D CAD图纸,现在正被3D和4D(空间+时间)计算机建模和可视化方法所取代,这些方法与建筑信息模型(BIM)的行业采用密切相关(国家建筑科学研究所,2018)。本研究旨在通过在“概念设计”模块中引入交互式VR作为计算机实验室活动的一部分,进一步提高土木工程一年级学生对3D概念设计的理解和互动。本研究期望透过引入沉浸式概念设计与互动,让学生更充分地参与设计的概念演化阶段。此外,与更常见的CAD方法相比,学生需要看着2D电脑屏幕来开发3D对象,设想通过沉浸在VR中,学生对概念设计各方面的空间意识可以大大增强。这项研究发现,在开发了3D建筑信息建模软件Autodesk Revit的基本技能后,学生能够利用传统的2D建筑平面图和立面,从头开始开发他们自己的详细3D模型,该模型位于斯旺西大学湾校区,即能源安全研究所(ESRI)大楼。在开发3D模型的同时,增加了vr交互性,使学生能够识别模型中不容易识别的异常,并且还允许学生更好地理解典型结构元素的规模,如板,梁和柱(他们在一年级学习了简单的初步尺寸技术),以及其他更熟悉的建筑元素,如门窗,以及建筑物内楼梯等内部结构的3D布置。研究的所有参与者都报告说,使用VR增强了他们对概念设计建筑开发练习的体验。
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引用次数: 0
Escaping Plato’s Cave: Ethical considerations for the use of Virtual Reality in psychology teaching 逃离柏拉图的洞穴:在心理学教学中使用虚拟现实的伦理思考
K. Thompson, Ciarán O'Keeffe, G. Cseh, Piers Worth, M. Smith
Author Summary: Virtual Reality (VR) offers exciting new opportunities for teaching psychology, such as the chance to explore questions, phenomena, perspectives and experiences it would be difficult or impossible to observe in the real world or classroom. As VR technology develops, its potential to provide a multi-modal sensory experience may lead to even more immersive environments. With these exciting opportunities, however, come new ethical dilemmas and risks for teachers and students utilising this technology. Many users and manufacturers of VR acknowledge the physiological and psychological impacts of the use of VR (e.g. Sharples, Cobb, Moody, & Wilson, 2008). One of the most commonly reported effects is motion-sickness, however, improvements in technology may help to lessen these. An increasing number of studies are now revealing potential psychological impacts, for example, Aime, Cotton, and Bouchard (2009) found females reporting increased body dissatisfaction after immersive VR use, and Aardema, O’Connor, Cote and Taillon (2010) found users reporting greater sense of dissociation and lower sense of ’presence’ in objective reality. As yet, however, the British Psychological Society (BPS), the professional body for the discipline of psychology, has provided no specific ethical guidelines for the use of VR or Augmented Reality (AR) in research with human participants or in an educational setting.Our behaviour is influenced by our environment and VR can place students in highly unusual, disorientating environments which can at times create sensations akin to experiences with hallucinogens; these impacts should not be taken lightly, even within informal teaching settings. We aim to address this need within psychology research and teaching, by discussing some potential risks and ethical considerations for educators wishing to use VR in educational settings, including: cybersickness, consensual hallucinations; pressure to conform and power of authority, individual differences in response to VR, and the need for pre and post-use care. Some practical recommendations are presented which also encompass our findings that some pre-use screening tools are insufficient to capture a participant’s actual experience and, in some individuals, can prematurely discourage VR usage when in actuality their experience is unexpectedly positive. “How could they see anything but the shadows if they were never allowed to move their heads?”Plato— The Allegory of the Cave — The Republic (Book VII)
作者总结:虚拟现实(VR)为心理学教学提供了令人兴奋的新机会,例如有机会探索在现实世界或课堂上很难或不可能观察到的问题、现象、观点和经验。随着虚拟现实技术的发展,其提供多模式感官体验的潜力可能会带来更加身临其境的环境。然而,伴随着这些令人兴奋的机会,教师和学生在使用这项技术时也面临着新的道德困境和风险。许多虚拟现实的用户和制造商承认使用虚拟现实对生理和心理的影响(如Sharples, Cobb, Moody, & Wilson, 2008)。最常见的影响之一是晕车,然而,技术的进步可能有助于减轻这些。现在越来越多的研究揭示了潜在的心理影响,例如,Aime, Cotton, and Bouchard(2009)发现女性在沉浸式VR使用后对身体的不满增加,Aardema, O ' connor, Cote和Taillon(2010)发现用户在客观现实中报告了更大的分离感和更低的“存在感”。然而,到目前为止,英国心理学会(BPS),心理学学科的专业机构,并没有为在人类参与者的研究或教育环境中使用虚拟现实或增强现实(AR)提供具体的道德准则。我们的行为受到环境的影响,VR可以将学生置于非常不寻常的、让人迷失方向的环境中,有时会产生类似于迷幻剂的感觉;即使在非正式的教学环境中,这些影响也不应掉以轻心。我们的目标是在心理学研究和教学中解决这一需求,通过讨论希望在教育环境中使用VR的教育工作者的一些潜在风险和道德考虑,包括:晕屏,双方同意的幻觉;顺从的压力和权威的力量,对虚拟现实的反应的个体差异,以及使用前后护理的需求。我们提出了一些实用的建议,这些建议也包含了我们的发现,即一些使用前筛选工具不足以捕捉参与者的实际体验,并且在某些个体中,当他们的实际体验出乎意料地积极时,可能过早地阻止VR的使用。“如果不让他们移动脑袋,他们怎么能看见除了影子以外的东西呢?”柏拉图-洞穴的寓言-理想国(第七卷)
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引用次数: 0
Step away from the CAD station: A hands-on and immersive approach to second year teaching of Mechanical Engineering design 远离CAD站:机械工程设计二年级教学的动手和沉浸式方法
P. Dorrington, W. Harrison, H. Brown, M. Holmes, R. Kerton
Author Summary: The purpose of this paper is to present a new methodology to enhance creativity within the context of learning and teaching in an engineering design module in the College of Engineering at Swansea University. The challenges to introducing creativity into an engineering undergraduate course are explored, with the main intervention—Virtual Reality for concept development—investigated through pre- and post-intervention surveys, student interviews and a focus group. Additional interventions to enhance creativity are discussed and future improvements to module design put forward.
作者摘要:本文的目的是提出一种新的方法,以提高在斯旺西大学工程学院的工程设计模块的学习和教学的背景下的创造力。通过干预前和干预后的调查、学生访谈和焦点小组调查,探讨了将创造力引入工程本科课程的挑战,主要干预手段是虚拟现实的概念发展。讨论了增强创造力的其他干预措施,并对模块设计的未来改进提出了建议。
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引用次数: 0
The use of virtual reality for public health education with reference to Syrian refugee camps 虚拟现实技术在公共卫生教育中的应用,以叙利亚难民营为例
Henry B. Dawson, Nael H. Alami, Keith Bowen, Diana Maddah
Author Summary: In this study we used Virtual Reality (VR) technology to provide an immersive interactive learning experience for undergraduate public health students in the UK and Lebanon. Students carried out a problem-based learning exercise around public health challenges faced by Syrian refugees in Lebanon. In the wider context of a Virtual Student Exchange programme small, mixed nationality groups were connected by Skype, WhatsApp and other technologies to research specific healthcare requirements for refugee camps (e.g. sanitation) and constructed an interview guide for the Lebanese students to use on a visit to a camp at the end of the programme. Lebanese students captured 360-degree videos to allow UK peers to ‘join’ them on their camp visit using VR. Findings from post-hoc video interviews focusing on the use of VR indicated that students felt closer to the subject of their research than before it was used. Participants’ emotions were affected by what they saw in the camps, providing a broader cognitive experience in which sight, sound, and emotions were linked to the camps, deepening learning about the refugees’ conditions. Faculty were able to move beyond the use of simple text-based scenarios, facilitating students’ learning about a real-world situation that they would not have been able to access through other means. This approach has potential for wider use in education, providing virtual access to locations it can be difficult for learners to visit by other means.
作者摘要:在这项研究中,我们使用虚拟现实(VR)技术为英国和黎巴嫩的公共卫生本科生提供沉浸式互动学习体验。学生们围绕在黎巴嫩的叙利亚难民面临的公共卫生挑战进行了基于问题的学习练习。在虚拟学生交流方案的更广泛背景下,小型混合国籍团体通过Skype、WhatsApp和其他技术联系起来,研究难民营的具体医疗保健要求(例如卫生),并编制了一份面试指南,供黎巴嫩学生在方案结束时访问难民营时使用。黎巴嫩学生拍摄了360度的视频,让英国同学用VR技术“加入”他们的营地参观。通过对使用虚拟现实技术的视频采访发现,学生们比使用虚拟现实技术之前更接近他们的研究对象。参与者的情绪受到他们在难民营中所看到的东西的影响,提供了一种更广泛的认知体验,将视觉、声音和情感与难民营联系起来,加深了对难民状况的了解。教师能够超越使用简单的基于文本的场景,促进学生学习他们无法通过其他方式访问的现实世界的情况。这种方法有可能在教育中得到更广泛的应用,为学习者提供通过其他方式难以访问的地点的虚拟访问。
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引用次数: 3
Can Virtual Reality assist the recoupling of theory and practice in Civil Engineering education? 虚拟现实能帮助土木工程教育理论与实践的重新结合吗?
P. Xavier, M. Holmes, R. Evans, Jude Clancy
Author Summary: Civil Engineering education is intended to prepare students for a career working in often large, dynamic and complex environments. Despite this, most education typically takes place in a classroom, with students engaging in learning conceptualised design processes while removed from engaging with authentic and contextualised tasks. Problem-based learning (PBL), where students are encouraged to take an inquiry-led rather than instructed approach to learning is often recommended as a solution to re-connecting theory and practice. Deriving the problem to be solved in PBL from real case studies from industry can add to authenticity. However, the scale and complexity of, for example, a working site, is difficult to replicate.Virtual Reality (VR) can offer a realistic immersive experience and appears to have potential to effectively augment PBL in Civil Engineering education. This paper explores how familiar current students are with VR technology and how useful they perceive it to be for education. The paper also seeks to understand whether a relatively cheap and accessible VR solution (navigable site tour captured using 360° photospheres, viewed using a Google Cardboard-type device and smartphone) can improve a PBL learning experience. Students were asked to complete a design exercise involving a large excavation. They were then invited to view a VR experience of an excavation of the same size in order for them to compare their conceptualised design with the experience of the actual investigation. Thematic analysis of student responses after the VR experience showed student responses were positive, with themes of fun, realism, improved sense of presence and scale emerging as perceived benefits. It is concluded that VR has good potential to improve PBL tasks in Civil Engineering education, however, it is identified that more research is required to understand whether VR in PBL can help to develop the spatial intelligence of classroom-taught students.
作者总结:土木工程教育的目的是准备学生的职业生涯往往在大,动态和复杂的环境中工作。尽管如此,大多数教育通常是在教室里进行的,学生参与学习概念化的设计过程,而不参与真实的和情境化的任务。基于问题的学习(PBL)通常被推荐为重新连接理论和实践的解决方案,它鼓励学生采取探究主导型而不是指导性的学习方法。从行业的真实案例研究中推导出PBL中要解决的问题可以增加真实性。然而,规模和复杂性,例如,一个工作场所,是很难复制的。虚拟现实(VR)可以提供逼真的沉浸式体验,似乎有潜力有效地增强土木工程教育中的PBL。本文探讨了当前学生对虚拟现实技术的熟悉程度以及他们认为虚拟现实技术对教育的有用程度。本文还试图了解一个相对便宜和可访问的VR解决方案(使用360°光球拍摄可导航的站点游览,使用谷歌纸板类型的设备和智能手机观看)是否可以改善PBL学习体验。学生们被要求完成一个涉及大型挖掘的设计练习。然后,他们被邀请观看相同大小的挖掘的VR体验,以便他们将他们的概念化设计与实际调查的体验进行比较。对虚拟现实体验后学生反应的主题分析显示,学生的反应是积极的,有趣、现实主义、提高存在感和规模等主题逐渐成为可感知的好处。研究结果表明,虚拟现实技术在土木工程教学中具有改善PBL任务的潜力,但在PBL教学中,虚拟现实技术是否有助于培养课堂教学学生的空间智能还有待进一步研究。
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引用次数: 0
Immersive Virtual Reality as a teaching aid for anatomy 沉浸式虚拟现实作为解剖学教学辅助工具
Laura Mason, M. Holmes
Author Summary: Anatomy is a discipline where students are required to identify structures of the human body. It is typically a topic which challenges students due to the large volume of terms and content they are required to understand. This study was designed to investigate whether Virtual Reality (VR) as an innovative approach to teaching could improve both student experience and attainment in this subject area. A specifically developed VR platform was created in which Medical Engineering students (N = 42) were asked to individually compete to assemble a human skeleton in both the fastest time and with the fewest errors. This gamification in an immersive environment was hypothesised to increase students’ understanding and retention of anatomical information and was compared to studying from a set of traditional notes. The results showed a 10 % greater improvement in test scores with VR over the use of notes (non-significant, P = 0.141). In the longer term those who participated in the study performed significantly better on the end of module examination (P = 0.012) suggesting measurable learning gain from the experience more widely. Students responded positively to the use of VR in this context and expressed an interest in seeing more VR as part of their anatomy education and their Higher Education experience more broadly.
作者总结:解剖学是一门要求学生识别人体结构的学科。这是一个典型的挑战学生的话题,因为他们需要理解大量的术语和内容。本研究旨在探讨虚拟现实(VR)作为一种创新的教学方法是否可以改善学生在这一学科领域的体验和成就。我们创建了一个专门开发的VR平台,在这个平台上,医学工程专业的学生(N = 42)被要求在最快的时间内以最少的错误单独竞争组装人类骨骼。假设这种沉浸式环境中的游戏化可以提高学生对解剖信息的理解和记忆,并将其与一组传统笔记进行比较。结果显示,与使用笔记相比,VR的测试成绩提高了10%(无显著性,P = 0.141)。从长期来看,参与研究的学生在模块考试结束时的表现明显更好(P = 0.012),这表明从更广泛的经验中获得了可衡量的学习收益。在这种情况下,学生们对VR的使用反应积极,并表示有兴趣看到更多的VR作为他们解剖学教育和更广泛的高等教育体验的一部分。
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引用次数: 0
Using virtual experiences of older age: exploring pedagogical and psychological experiences of students 利用老年虚拟体验:探索学生的教学和心理体验
J. Hudson, Taylor Waters, M. Holmes, Sunil Agris, David Seymour, L. Thomas, E. Oliver
Author Summary: Fostering intergenerational empathy is vital for creating an age-friendly society and an important aim for Sport and Exercise Science (SES) degree programmes given that graduates are increasingly entering the healthcare workforce supporting older adults (British Association of Sport and Exercise Sciences; BASES, 2018). Interventions to challenge negative stereotypes of ageing, generate empathy for older adults, and help University students gain experience of ‘being’ an older person have demonstrated mixed success (e.g., Prior & Sargent-Cox, 2014). Recent studies indicate the promise of virtual reality in this context but do not present conclusive evidence for this effect (e.g., Banakou, Kishore, & Slater, 2018). Thus this study explored SES students’ responses to virtual experiences of being an older person in a workshop. Participants completed the “Become Victor” module of the FrailtySIM© application, based on real life experience of an older person in their home, and, a University-developed immersive experience of being an older person in a social situation. Fifty-two students completed questionnaires about their experience of “Become Victor” and 15 students were interviewed (12 in 2 focus groups, 3 individually) about their experiences of both simulations. Data indicated that “Become Victor” offered students insight into being an older person that was “eye-opening” and realistic but frustrating and stressful. The social situation effectively simulated the isolation felt by some older people to an extent, but needed to be more interactive. Students felt that the simulations were important for contextualising previously delivered lecture material on older adults. Future workshop iterations will integrate lecture and virtual experiences using opportunities for student reflection on their experiences.
作者总结:培养代际移情对于创建一个老年人友好型社会至关重要,鉴于毕业生越来越多地进入医疗保健劳动力队伍,体育和运动科学(SES)学位课程的重要目标是支持老年人(英国体育和运动科学协会;基地,2018)。干预措施挑战对老龄化的负面刻板印象,产生对老年人的同情,并帮助大学生获得“成为”老年人的经验,这些都取得了不同程度的成功(例如,Prior & Sargent-Cox, 2014)。最近的研究表明,在这种情况下,虚拟现实是有希望的,但没有为这种效果提供确凿的证据(例如,Banakou, Kishore, & Slater, 2018)。因此,本研究探讨了SES学生在研讨会中作为老年人的虚拟体验的反应。参与者完成了frarailtysim©应用程序的“成为胜利者”模块,该模块基于老年人在家中的真实生活经历,以及大学开发的老年人在社会情境中的沉浸式体验。52名学生完成了关于“成为胜利者”体验的问卷调查,15名学生接受了采访(12名分为两个焦点小组,3名单独),了解他们在两种模拟中的体验。数据显示,“成为维克多”让学生们了解了如何成为一个“大开眼界”、现实但令人沮丧和有压力的老年人。社会环境在一定程度上有效地模拟了一些老年人的孤立感,但需要更多的互动。学生们认为,模拟对于将以前关于老年人的讲座材料背景化很重要。未来的工作坊迭代将整合讲座和虚拟体验,让学生有机会反思他们的经历。
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引用次数: 1
Virtual reality for social skills training 社交技能训练的虚拟现实
M. Gillies, Xueni Pan
Professional work involves a high degree of technical knowledge that must be acquired through years of study at school and university. However, it also involves other, more implicit, skills that cannot be easily learned from books or lectures. An important example is social skills, interacting with other people in potentially challenging professional situations. These social skills can only be learned through practice in realistic situations. However, real situations do not support the kind of deliberate practice required for improving skills. This paper proposes that Virtual Reality can provide a method of practising social skills that potentially allows deliberate practice in a safe setting. It reviews a range of studies by Slater and colleagues starting from the late 1990s that demonstrate the ability of Virtual Reality to reproduce the experience of social interaction. These studies show that people respond realistically to virtual humans, opening up the possibility of using them as a means of practicing social interactions. Two experiments in particular show this potential for medical training, involving general practitioners practising difficult consultations with patients. The paper concludes with suggestions for what is required to enable deliberate practice of social skills in Virtual Reality.
专业工作涉及高度的技术知识,必须通过在学校和大学的多年学习来获得。然而,它还涉及到其他更含蓄的技能,这些技能不容易从书本或讲座中学到。一个重要的例子是社交技能,在可能具有挑战性的职业环境中与他人互动。这些社交技巧只能通过在现实环境中的练习来学习。然而,实际情况并不支持提高技能所需的刻意练习。本文提出,虚拟现实可以提供一种练习社交技能的方法,这种方法可能允许在安全的环境中进行有意识的练习。它回顾了Slater及其同事从20世纪90年代末开始的一系列研究,这些研究证明了虚拟现实再现社会互动体验的能力。这些研究表明,人们对虚拟人的反应是真实的,这为使用虚拟人作为一种实践社交互动的手段提供了可能性。有两项实验特别显示了这种医学培训的潜力,其中包括全科医生与病人进行困难的会诊。论文最后提出了在虚拟现实中有意识地练习社交技能所需的建议。
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引用次数: 4
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Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018
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