空间能力与虚拟现实的系统回顾:互动的作用

Micha Gittinger, David Wiesche
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摘要

空间能力对个人在科学、技术、工程和数学(STEM)领域取得成功的重要性已得到公认。研究人员也强调了对工科学生进行空间能力培训的必要性。本综述旨在揭示个人在虚拟现实环境中的互动与其空间能力之间的联系,并为未来的研究和培训环境的设计提供指导。我们还旨在通过使学生的互动与个人空间能力相一致,或通过使用交互式 VR 来培养这些能力,从而为学生提供支持,在工程学领域创造更多平等机会。研究发现,所查阅的文献(i)主要考虑了心理旋转;(ii)显示了高空间能力学习者在使用交互式 VR 时的优势和低空间能力学习者的劣势;(iii)指出了培训的可能性,特别是低空间能力学习者在使用交互式 VR 时的可能性;以及(iv)显示了实验组和对照组之间不仅在交互方面,而且在可视化参数方面的变化。交互式 VR 可用于培养空间能力,尤其是低能力学习者的空间能力,但它也可能阻碍这些学习者,而有利于高能力学习者。需要进一步研究 VR 的互动部分和空间能力的作用,以支持设计选择。
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Systematic review of spatial abilities and virtual reality: The role of interaction
The importance of spatial abilities for individuals' success in science, technology, engineering, and mathematics (STEM) domains has been well established. Researchers have also emphasized the need to train engineering students in spatial ability. Although virtual reality (VR) offers prospects for training spatial abilities, research on the design of VR training environments remains incomplete.This review aimed to reveal the link between individuals' interactions in a VR environment and their spatial abilities and provide guidance for future research and the design of training settings. We also aimed to support students by aligning their interactions with individuals' spatial abilities or by using interactive VR to foster these abilities to create more equal opportunities in the field of engineering.A systematic review of existing literature was conducted to categorize and discuss recent findings.The study found that the reviewed literature (i) mainly considered mental rotation; (ii) showed advantages for high‐spatial‐ability learners and disadvantages for low‐spatial‐ability learners when they use interactive VR; (iii) indicated training possibilities, especially for low‐spatial‐ability learners, when they use interactive VR; and (iv) showed changes in not only interaction but also visualization parameters between experimental and control groups.Interactive VR can be used to develop spatial abilities, particularly in low‐ability learners. However, it can also hinder these learners and favor high‐ability learners. Further research focusing on the interactive part of VR and the role of spatial ability is required to support design choices.
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