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Editorial: Human spatial perception, cognition, and behaviour in extended reality 编辑:人类在扩展现实中的空间感知、认知和行为
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-31 DOI: 10.3389/frvir.2023.1257230
Jiayan Zhao, B. Riecke, Jonathan W. Kelly, Jeanine Stefanucci, A. Klippel
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引用次数: 0
Hand interaction designs in mixed and augmented reality head mounted display: a scoping review and classification 混合现实和增强现实头戴式显示器中的手交互设计:范围审查和分类
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-31 DOI: 10.3389/frvir.2023.1171230
Richard Nguyen, Charles Gouin-Vallerand, M. Amiri
Mixed reality has made its first step towards democratization in 2017 with the launch of a first generation of commercial devices. As a new medium, one of the challenges is to develop interactions using its endowed spatial awareness and body tracking. More specifically, at the crossroad between artificial intelligence and human-computer interaction, the goal is to go beyond the Window, Icon, Menu, Pointer (WIMP) paradigm humans are mainly using on desktop computer. Hand interactions either as a standalone modality or as a component of a multimodal modality are one of the most popular and supported techniques across mixed reality prototypes and commercial devices. In this context, this paper presents scoping literature review of hand interactions in mixed reality. The goal of this review is to identify the recent findings on hand interactions about their design and the place of artificial intelligence in their development and behavior. This review resulted in the highlight of the main interaction techniques and their technical requirements between 2017 and 2022 as well as the design of the Metaphor-behavior taxonomy to classify those interactions.
2017年,随着第一代商用设备的推出,混合现实向民主化迈出了第一步。作为一种新型媒介,如何利用其固有的空间感知能力和身体追踪能力来进行互动是一个挑战。更具体地说,在人工智能和人机交互的十字路口,目标是超越人类主要在台式电脑上使用的窗口、图标、菜单、指针(WIMP)模式。无论是作为独立模态还是作为多模态的组成部分,手交互都是混合现实原型和商业设备中最流行和最受支持的技术之一。在此背景下,本文介绍了混合现实中手交互的范围文献综述。这篇综述的目的是确定关于手交互的设计和人工智能在其发展和行为中的地位的最新发现。本文总结了2017 - 2022年间的主要交互技术及其技术需求,并设计了隐喻-行为分类法对这些交互进行分类。
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引用次数: 0
The impact of meditation aided by VR technology as an emerging therapeutic to ease cancer related anxiety, stress, and fatigue VR技术辅助冥想作为缓解癌症相关焦虑、压力和疲劳的新兴疗法的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-25 DOI: 10.3389/frvir.2023.1195196
D. Franklin, Charles Silvestro, Robert A. Carrillo, Yewon Yang, Dharani Annadurai, Sangavai Ganesan, Divya Sai Jyothi Vasantham, Soujanya Mettu, Mehal Patel, Manasi S. Patil, Nandini Devi Akurathi
Patients diagnosed with cancer experience a high degree of stress as well as side effects from treatments that can greatly impact their quality of life. Many patients experience long-term side effects such as pain, fatigue, anxiety, depression, and cognitive dysfunction. Several studies have reported that the use of virtual reality (VR) interventions show substantial benefits in reducing symptoms of anxiety, depression, pain, and cognitive functions in cancer patients undergoing therapy. In this study we analyzed the acceptability, feasibility, and tolerance of PNI Thrive, a 10-min VR guided meditation application, as an adjuvant digital therapeutic aid for cancer patients in a clinical setting. Patients diagnosed with various cancers, and at different stages of therapy, participated in this study. Our data suggests that the adjuvant VR treatment was successful in making patients feel calmer, more relaxed, refreshed, and more empowered. We propose that routine exposure of patients to VR interventions will help improve their response to anti-cancer therapies and quality of life.
被诊断患有癌症的患者经历了高度的压力以及治疗的副作用,这些副作用会极大地影响他们的生活质量。许多患者会经历长期的副作用,如疼痛、疲劳、焦虑、抑郁和认知功能障碍。一些研究报告称,使用虚拟现实(VR)干预在减少接受治疗的癌症患者的焦虑、抑郁、疼痛和认知功能方面显示出实质性的益处。在这项研究中,我们分析了PNI Thrive的可接受性、可行性和耐受性,PNI Thrive是一种10分钟VR引导的冥想应用程序,作为临床环境中癌症患者的辅助数字治疗辅助。被诊断患有各种癌症并处于不同治疗阶段的患者参与了这项研究。我们的数据表明,辅助VR治疗成功地使患者感到更平静、更放松、精神焕发、更有力量。我们建议患者常规暴露于VR干预将有助于改善他们对抗癌治疗的反应和生活质量。
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引用次数: 0
Designing virtual reality exposure scenarios to treat anxiety in people with epilepsy: Phase 2 of the AnxEpiVR clinical trial 设计虚拟现实暴露场景来治疗癫痫患者的焦虑:AnxEpiVR临床试验的第二阶段
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-19 DOI: 10.3389/frvir.2023.1209535
Samantha Lewis-Fung, Danielle Tchao, H. Gray, Emma Nguyen, S. Pardini, L. Harris, Dale Calabia, Lora Appel
Introduction: Anxiety in people with epilepsy (PwE) is characterized by distinct features related to having the condition and thus requires tailored treatment. Although virtual reality (VR) exposure therapy is widely-used to treat a number of anxiety disorders, its use has not yet been explored in people with epilepsy. The AnxEpiVR study is a three-phase pilot trial that represents the first effort to design and evaluate the feasibility of VR exposure therapy to treat epilepsy-specific interictal anxiety. This paper describes the results of the design phase (Phase 2) where we created a minimum viable product of VR exposure scenarios to be tested with PwE in Phase 3.Methods: Phase 2 employed participatory design methods and hybrid (online and in-person) focus groups involving people with lived experience (n = 5) to design the VR exposure therapy program. 360-degree video was chosen as the medium and scenes were filmed using the Ricoh Theta Z1 360-degree camera.Results: Our minimum viable product includes three exposure scenarios: (A) Social Scene—Dinner Party, (B) Public Setting—Subway, and (C) Public Setting—Shopping Mall. Each scenario contains seven 5-minute scenes of varying intensity, from which a subset may be chosen and ordered to create a customized hierarchy based on appropriateness to the individual’s specific fears. Our collaborators with lived experience who tested the product considered the exposure therapy program to 1) be safe for PwE, 2) have a high level of fidelity and 3) be appropriate for treating a broad range of fears related to epilepsy/seizures.Discussion: We were able to show that 360-degree videos are capable of achieving a realistic, immersive experience for the user without requiring extensive technical training for the designer. Strengths and limitations using 360-degree video for designing exposure scenarios for PwE are described, along with future directions for testing and refining the product.
引言:癫痫患者的焦虑(PwE)具有与此病相关的明显特征,因此需要量身定制的治疗。尽管虚拟现实(VR)暴露疗法被广泛用于治疗多种焦虑症,但其在癫痫患者中的应用尚未得到探索。AnxEpiVR研究是一项三期试点试验,首次尝试设计和评估VR暴露疗法治疗癫痫特异性间隔性焦虑的可行性。本文描述了设计阶段(第二阶段)的结果,其中我们创建了VR暴露场景的最小可行产品,以便在第三阶段使用PwE进行测试。方法:第二阶段采用参与式设计方法和有生活经验的人(n = 5)参与的混合(在线和面对面)焦点小组设计VR暴露治疗方案。选用360度视频作为媒介,使用理光Theta Z1 360度摄像机拍摄场景。结果:我们的最小可行产品包括三种暴露场景:(A)社交场景-晚宴,(B)公共场景-地铁,(C)公共场景-商场。每个场景包含7个5分钟的不同强度的场景,可以从中选择一个子集,并根据个人特定恐惧的适当性创建一个定制的层次。我们有经验的合作者测试了该产品,他们认为暴露治疗方案1)对PwE是安全的,2)具有高水平的保真度,3)适用于治疗与癫痫/发作相关的广泛恐惧。讨论:我们能够证明360度视频能够为用户提供逼真的沉浸式体验,而无需对设计师进行广泛的技术培训。描述了使用360度视频设计PwE暴露场景的优势和局限性,以及测试和改进产品的未来方向。
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引用次数: 0
Evaluation and improvement of HMD-based and RGB-based hand tracking solutions in VR VR中基于HMD和RGB的手跟踪解决方案的评估和改进
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-19 DOI: 10.3389/frvir.2023.1169313
Dennis Reimer, Iana Podkosova, D. Scherzer, H. Kaufmann
Hand tracking has become a state-of-the-art technology in the modern generation of consumer VR devices. However, off-the-shelf solutions do not support hand detection for more than two hands at the same time at distances beyond arm’s length. The possibility to track multiple hands at larger distances would be beneficial for colocated multi-user VR scenarios, allowing user-worn devices to track the hands of other users and therefore reducing motion artifacts caused by hand tracking loss. With the global focus of enabling natural hand interactions in colocated multi-user VR, we propose an RGB image input-based hand tracking method, built upon the MediaPipe framework, that can track multiple hands at once at distances of up to 3 m. We compared our method’s accuracy to that of Oculus Quest and Leap Motion, at different distances from the tracking device and in static and dynamic settings. The results of our evaluation show that our method provides only slightly less accurate results than Oculus Quest or Leap motion in the near range (with median errors below 1.75 cm at distances below 75 cm); at larger distances, its accuracy remains stable (with a median error of 4.7 cm at the distance of 2.75 m) while Leap Motion and Oculus Quest either loose tracking or produce very inaccurate results. Taking into account the broad choice of suitable hardware (any RGB camera) and the ease of setup, our method can be directly applied to colocated multi-user VR scenarios.
手部跟踪已经成为现代一代消费VR设备中最先进的技术。然而,现成的解决方案不支持在超过手臂长度的距离同时检测两只以上的手。在更大的距离上跟踪多只手的可能性将有利于共存的多用户VR场景,允许用户佩戴的设备跟踪其他用户的手,从而减少由手跟踪丢失引起的运动伪影。随着全球关注在多用户虚拟现实中实现自然手部交互,我们提出了一种基于RGB图像输入的手部跟踪方法,该方法建立在MediaPipe框架之上,可以在长达3米的距离内同时跟踪多只手。我们将我们的方法与Oculus Quest和Leap Motion在距离跟踪设备不同距离以及在静态和动态设置下的精度进行了比较。我们的评估结果表明,在近距离内,我们的方法只提供了略低于Oculus Quest或Leap运动的准确结果(在75厘米以下的距离处,中值误差低于1.75厘米);在更大的距离上,它的精度保持稳定(在2.75米的距离上的中误差为4.7厘米),而Leap Motion和Oculus Quest要么跟踪松散,要么产生非常不准确的结果。考虑到合适硬件(任何RGB相机)的广泛选择和设置的方便性,我们的方法可以直接应用于多用户VR场景。
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引用次数: 0
Understanding the effect of a virtual moderator on people’s perception in remote discussion using social VR 使用社交VR了解虚拟主持人对远程讨论中人们感知的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-18 DOI: 10.3389/frvir.2023.1198024
Chi-Lan Yang, Keigo Matsumoto, Songping Yu, Leo Sawada, Kiyoaki Arakawa, Daisuke Yamada, H. Kuzuoka
Social VR enables people to join a remote discussion by keeping a high social presence and physical proximity using embodied avatars. However, the missing nonverbal cues, such as mutual eye contact and nuanced facial expression, make it challenging for distributed members to manage turn-taking, which could lead to unequal participation and affect trust building. Therefore, we propose a virtual moderator to make distributed members feel included by seeing their nonverbal behavior. The virtual moderator was designed with a “prompt Q&A″ feature to enable users to share feedback and an “attention guidance” feature to encourage participation. The preliminary result of a controlled experiment in social VR with 30 participants showed that seeing the virtual moderator’s body orientation enhanced participants’ psychological safety. In contrast, the prompt Q&A feature enhanced the perceived co-presence of their remote counterparts. We discussed how nonverbal behavior could be designed using a virtual moderator to shape human perception of the group discussion in social VR. We also pointed out challenges when providing multiple supports simultaneously in social VR.
社交虚拟现实使人们能够通过使用化身保持高度的社交存在和身体距离来加入远程讨论。然而,缺失的非语言线索,如相互的眼神交流和细微的面部表情,使分散的成员难以管理轮流,这可能导致不平等的参与,并影响信任的建立。因此,我们提出了一个虚拟主持人,通过观察分布式成员的非语言行为,让他们感到被包容。虚拟主持人设计了一个“提示问答”功能,使用户能够分享反馈,并设计了一项“注意力引导”功能,鼓励参与。一项有30名参与者参加的社交虚拟现实对照实验的初步结果表明,看到虚拟主持人的身体取向可以增强参与者的心理安全。相比之下,即时问答功能增强了远程同行的共同存在感。我们讨论了如何在社交虚拟现实中使用虚拟主持人来设计非言语行为,以塑造人类对小组讨论的感知。我们还指出了在社交VR中同时提供多种支持的挑战。
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引用次数: 0
Embodiment of virtual feet correlates with motor performance in a target-stepping task: a pilot study 虚拟脚的实施方式与目标步进任务中的运动性能相关:一项初步研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-18 DOI: 10.3389/frvir.2023.1104638
Alex van den Berg, B. D. Vries, Zoë Breedveld, Annelouk van Mierlo, Marnix Tijhuis, L. Marchal-Crespo
Immersive Virtual Reality (IVR) has gained popularity in neurorehabilitation for its potential to increase patients’ motivation and engagement. A crucial yet relatively unexplored aspect of IVR interfaces is the patients’ representation in the virtual world, such as with an avatar. A higher level of embodiment over avatars has been shown to enhance motor performance during upper limb training and has the potential to be employed to enhance neurorehabilitation. However, the relationship between avatar embodiment and gait performance remains unexplored. In this work, we present the results of a pilot study with 12 healthy young participants that evaluates the effect of different virtual lower limb representations on foot placement accuracy while stepping over a trail of 16 virtual targets. We compared three levels of virtual representation: i) a full-body avatar, ii) only feet, and iii) no representation. Full-body tracking is computed using standard VR trackers to synchronize the avatar with the participants’ motions. Foot placement accuracy is measured as the distance between the foot’s center of mass and the center of the selected virtual target. Additionally, we evaluated the level of embodiment over each virtual representation through a questionnaire. Our findings indicate that foot placement accuracy increases with some form of virtual representation, either full-body or foot, compared to having no virtual representation. However, the foot and full-body representations do not show significant differences in accuracy. Importantly, we found a negative correlation between the level of embodiment of the foot representation and the distance between the placed foot and the target. However, no such correlation was found for the full-body representation. Our results highlight the importance of embodying a virtual representation of the foot when performing a task that requires accurate foot placement. However, showing a full-body avatar does not appear to further enhance accuracy. Moreover, our results suggest that the level of embodiment of the virtual feet might modulate motor performance in this stepping task. This work motivates future research on the effect of embodiment over virtual representations on motor control to be exploited for IVR gait rehabilitation.
沉浸式虚拟现实(IVR)因其增加患者动力和参与度的潜力而在神经康复领域广受欢迎。IVR界面的一个关键但相对未探索的方面是患者在虚拟世界中的表现,例如用化身。与化身相比,更高水平的化身已被证明可以增强上肢训练期间的运动表现,并有可能用于增强神经康复。然而,化身化身与步态表现之间的关系仍未得到探索。在这项工作中,我们展示了一项针对12名健康年轻参与者的试点研究的结果,该研究评估了在16个虚拟目标的轨迹上行走时,不同的虚拟下肢表示对足部放置准确性的影响。我们比较了三个级别的虚拟表示:i)全身化身,ii)只有脚,以及iii)没有表示。使用标准VR跟踪器来计算全身跟踪,以使化身与参与者的运动同步。脚部放置精度测量为脚部质心与选定虚拟目标中心之间的距离。此外,我们通过问卷调查评估了每个虚拟表示的实施水平。我们的研究结果表明,与没有虚拟表示相比,脚的放置精度随着某种形式的虚拟表示(全身或脚)而提高。然而,脚部和全身表示在准确性上没有显示出显著差异。重要的是,我们发现脚的表现水平与放置的脚和目标之间的距离之间存在负相关。然而,对于全身表现没有发现这种相关性。我们的研究结果强调了在执行需要准确放置脚部的任务时,体现脚部虚拟表示的重要性。然而,显示全身化身似乎并不能进一步提高准确性。此外,我们的结果表明,虚拟脚的实施水平可能会调节该步进任务中的运动性能。这项工作推动了未来对实施虚拟表示对运动控制的影响的研究,以用于IVR步态康复。
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引用次数: 0
Adolescent risk-taking and decision making: a qualitative investigation of a virtual reality experience of gangs and violence 青少年冒险和决策:对帮派和暴力的虚拟现实体验的定性调查
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-17 DOI: 10.3389/frvir.2023.1142241
Delfina Bilello, Lucy J. Swancott, Juliane A. Kloess, S. Burnett Heyes
Introduction: Gang involvement poses serious risks to young people, including antisocial and criminal behaviour, sexual and criminal exploitation, and mental health problems. There is a need for research-informed development of preventive interventions. To this end, we conducted a qualitative study of young people’s responses to an educational virtual reality (VR) experience of an encounter with a gang, to understand young people’s decisions, emotions and consequences.Methods: Young people (N = 24 aged 13-15, 11 female, 13 male) underwent the VR experience followed by semi-structured focus group discussions. Questions focused on virtual decision-making (motivations, thoughts, feelings, consequences) and user experiences of taking part. Data were analysed using Thematic Analysis.Results: Three themes were developed to represent how participants’ perceptions of the gang, themselves, and the context influenced virtual decisions. Social pressure from the gang competed with participants’ wish to stand by their morals and establish individual identity. The VR setting, through its escalating events and plausible characters, created an “illusion of reality” and sense of authentic decisions and emotions, yielding insights for real-life in a safe, virtual environment.Discussion: Findings shed light on processes influencing adolescent decision-making in a virtual context of risk-taking, peer pressure and contact with a gang. Particularly, they highlight the potential for using VR in interventions with young people, given its engaging and realistic nature.
简介:帮派的参与给年轻人带来了严重的风险,包括反社会和犯罪行为、性剥削和犯罪剥削,以及心理健康问题。有必要在研究知情的情况下制定预防性干预措施。为此,我们对年轻人对遭遇帮派的教育虚拟现实(VR)体验的反应进行了定性研究,以了解年轻人的决定、情绪和后果。方法:年轻人(N=24,年龄13-15岁,11名女性,13名男性)接受VR体验,然后进行半结构化的焦点小组讨论。问题集中在虚拟决策(动机、想法、感受、后果)和参与的用户体验上。使用主题分析对数据进行分析。结果:开发了三个主题来表示参与者对帮派、他们自己和环境的看法如何影响虚拟决策。来自帮派的社会压力与参与者坚持道德和建立个人身份的愿望相竞争。虚拟现实环境通过不断升级的事件和看似合理的人物,创造了一种“现实的幻觉”,以及真实的决策和情绪,为安全的虚拟环境中的现实生活提供了见解。讨论:研究结果揭示了在冒险、同伴压力和与帮派接触的虚拟背景下影响青少年决策的过程。特别是,鉴于虚拟现实的吸引力和现实性,他们强调了在干预年轻人方面使用虚拟现实的潜力。
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引用次数: 0
Designing immersive stories with novice VR creators: a study of autobiographical VR storytelling during the COVID-19 pandemic 与新手VR创作者一起设计沉浸式故事:COVID-19大流行期间自传式VR叙事研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-14 DOI: 10.3389/frvir.2023.1174701
Sojung Bahng, Victoria McArthur, Ryan M. Kelly
Virtual reality (VR) is increasingly being used as a tool for eliciting empathy and emotional identification in fact-based stories. However, it may not be clear whether VR stories authentically deliver the protagonists’ perspectives if the works are not created by or with the protagonists themselves. Therefore, it is crucial for the VR community to explore effective methods for democratizing VR storytelling, and to support novice VR designers in creating autobiographical stories. In this paper, we report findings from a collaborative design research project that aimed to create autobiographical stories with novice VR designers who lacked experience in VR storytelling. We collaborated with university students in Canada to design eight individual VR stories that expressed each student’s experiences of lockdown, during the early stages of the COVID-19 pandemic. We conducted interviews with the students to understand how VR contributed to conveying their individual experiences. Our findings demonstrate how immersive VR can be used as a meaningful tool for sharing autobiographical stories by delivering the character’s feelings, creating a sense of confinement and isolation, expressing inner worlds, and showing environmental details. Our discussion draws attention to the significance of careful camera positioning and movement in VR story design, the meaningful use of limited interaction and disorienting components, and the balance between spatial and temporal information in a three-dimensional environment. Our study highlights the potential of VR as an autobiographical storytelling tool and demonstrates how VR stories can be created through iterative collaboration between VR experts and novices.
虚拟现实(VR)越来越多地被用作在基于事实的故事中引发同理心和情感认同的工具。然而,如果VR故事不是由主角自己或与主角一起创作的,那么它是否真实地传达了主角的视角可能就不清楚了。因此,探索VR叙事民主化的有效方法,并支持新手VR设计师创作自传式故事,对于VR社区来说至关重要。在本文中,我们报告了一个合作设计研究项目的结果,该项目旨在与缺乏VR叙事经验的新手VR设计师一起创作自传故事。我们与加拿大的大学生合作,设计了八个独立的VR故事,表达了每个学生在COVID-19大流行初期的封锁经历。我们对学生进行了采访,以了解VR如何有助于传达他们的个人体验。我们的研究结果表明,沉浸式VR可以作为一种有意义的工具,通过传递角色的感受,创造一种禁闭和孤立的感觉,表达内心世界,展示环境细节,来分享自传体故事。我们的讨论引起了对VR故事设计中谨慎的摄像机定位和移动的重要性的关注,对有限交互和迷失方向组件的有意义的使用,以及在三维环境中空间和时间信息之间的平衡。我们的研究强调了VR作为自传式叙事工具的潜力,并展示了如何通过VR专家和新手之间的反复合作来创作VR故事。
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引用次数: 0
Embodied mixed reality with passive haptics in STEM education: randomized control study with chemistry titration STEM教育中具身混合现实与被动触觉:化学滴定随机对照研究
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-07-14 DOI: 10.3389/frvir.2023.1047833
M. Johnson-Glenberg, C. S. Yu, F. Liu, Charles Amador, Yueming Bao, Shufan Yu, R. Likamwa
Researchers, educators, and multimedia designers need to better understand how mixing physical tangible objects with virtual experiences affects learning and science identity. In this novel study, a 3D-printed tangible that is an accurate facsimile of the sort of expensive glassware that chemists use in real laboratories is tethered to a laptop with a digitized lesson. Interactive educational content is increasingly being placed online, it is important to understand the educational boundary conditions associated with passive haptics and 3D-printed manipulables. Cost-effective printed objects would be particularly welcome in rural and low Socio-Economic (SES) classrooms. A Mixed Reality (MR) experience was created that used a physical 3D-printed haptic burette to control a computer-based chemistry titration experiment. This randomized control trial study with 136 college students had two conditions: 1) low-embodied control (using keyboard arrows), and 2) high-embodied experimental (physically turning a valve/stopcock on the 3D-printed burette). Although both groups displayed similar significant gains on the declarative knowledge test, deeper analyses revealed nuanced Aptitude by Treatment Interactions (ATIs). These interactions favored the high-embodied experimental group that used the MR device for both titration-specific posttest knowledge questions and for science efficacy and science identity. Those students with higher prior science knowledge displayed higher titration knowledge scores after using the experimental 3D-printed haptic device. A multi-modal linguistic and gesture analysis revealed that during recall the experimental participants used the stopcock-turning gesture significantly more often, and their recalls created a significantly different Epistemic Network Analysis (ENA). ENA is a type of 2D projection of the recall data, stronger connections were seen in the high embodied group mainly centering on the key hand-turning gesture. Instructors and designers should consider the multi-modal and multi-dimensional nature of the user interface, and how the addition of another sensory-based learning signal (haptics) might differentially affect lower prior knowledge students. One hypothesis is that haptically manipulating novel devices during learning may create more cognitive load. For low prior knowledge students, it may be advantageous for them to begin learning content on a more ubiquitous interface (e.g., keyboard) before moving them to more novel, multi-modal MR devices/interfaces.
研究人员、教育工作者和多媒体设计师需要更好地理解物理有形对象与虚拟体验的混合如何影响学习和科学身份。在这项新颖的研究中,一个3d打印的实体是化学家在真实实验室中使用的那种昂贵玻璃器皿的精确复制品,它被拴在一台带有数字化课程的笔记本电脑上。交互式教育内容越来越多地放在网上,了解与被动触觉和3d打印可操作装置相关的教育边界条件非常重要。具有成本效益的印刷品在农村和低社会经济(SES)教室尤其受欢迎。一种混合现实(MR)体验被创造出来,它使用一个物理的3d打印触觉滴管来控制一个基于计算机的化学滴定实验。这项有136名大学生参与的随机对照试验研究有两种情况:1)低具身控制(使用键盘箭头),2)高具身实验(物理地转动3d打印滴管上的阀门/旋塞)。尽管两组在陈述性知识测试中表现出相似的显著收益,但更深入的分析揭示了治疗相互作用(ATIs)的微妙倾向。这些相互作用有利于高度具体化的实验组,他们在滴定特异性测试后知识问题和科学功效和科学身份方面都使用了MR设备。先验科学知识较高的学生在使用实验3d打印触觉装置后,滴定知识得分较高。多模态语言和手势分析表明,在记忆过程中,实验参与者使用旋塞转动手势的频率显著增加,并且他们的记忆产生了显著不同的认知网络分析(ENA)。ENA是回忆数据的一种二维投影,高具身组的连接更强,主要集中在关键的转手手势上。教师和设计师应该考虑用户界面的多模态和多维特性,以及添加另一种基于感官的学习信号(触觉)可能对低先验知识的学生产生的不同影响。一种假设是,在学习过程中,触觉操作新设备可能会产生更多的认知负荷。对于低先验知识的学生来说,在将他们转移到更新颖的多模态磁共振设备/界面之前,在更普遍的界面(例如键盘)上开始学习内容可能是有利的。
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