Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská
{"title":"VR中的杂耍:沉浸式虚拟现实在杂耍学习中的优势","authors":"Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská","doi":"10.1145/3359996.3364246","DOIUrl":null,"url":null,"abstract":"In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning\",\"authors\":\"Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská\",\"doi\":\"10.1145/3359996.3364246\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.\",\"PeriodicalId\":393864,\"journal\":{\"name\":\"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3359996.3364246\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3359996.3364246","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.