利用 CFD 模拟沉浸式虚拟现实环境中的行为意向、感知和用户评估

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-29 DOI:10.1007/s10055-024-00985-2
Serkan Solmaz, Kathrin Gerling, Liesbeth Kester, Tom Van Gerven
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引用次数: 0

摘要

本研究探讨了在工程教育中采用计算流体动力学模拟的沉浸式虚拟现实环境的技术接受度、感知度和用户评估。来自三个不同机构的 57 名参与者对虚拟现实应用进行了测试。研究采用偏最小二乘法结构方程建模和干扰统计来预测和评估各结构之间的相互关系。结果表明,学习价值、内容价值、内在动机和个人创新能力是学生使用虚拟现实的潜在因素。配对分析表明,用户的看法很重要,并对其态度产生积极影响。此外,虚拟现实应用有助于学生在知识后测试中取得更好的成绩。研究结果还强调,先前的经验和兴趣会影响学生接受虚拟现实教育应用的态度和行为意向。我们的研究可以指导讲师和开发人员在高等教育中实现目标明确的沉浸式虚拟现实学习环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations

This study explores technology acceptance, perception and user assessment of an immersive virtual reality environment with computational fluid dynamics simulations in engineering education. 57 participants from three different institutions tested the virtual reality application. Partial least squares structural equation modeling and interferential statistics were performed to predict and assess interrelations among constructs. Results show that the learning value, content value, intrinsic motivation and personal innovativeness are underlying factors behind students’ intention to use virtual reality. Pair-wise analysis indicates that users’ perceptions matter and positively affect their attitudes. In addition, the virtual reality application helps students perform significantly better in the post-knowledge test. Findings also highlight that prior experience and interest can affect students’ attitudes and behavioral intentions to accept the virtual reality application in education. Our study can guide lecturers and developers to achieve on-target immersive virtual reality learning environments in higher education.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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