基频:将声音感知理论扩展到扩展现实协作环境中

Tom A. Garner
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摘要

有人认为,媒体和技术在教学中的有效性是一个神话。一种干预措施不会仅仅因为是新的就自动有效。然而,最初的炒作往往会导致期望值过高,继而令人失望。虚拟现实和增强现实、元宇宙以及利用日益广泛的数字平台的协作式虚拟学习环境都曾出现在这种说法中。然而,最初的不尽如人意,尤其是当价值被认为是理所当然的时候,并不意味着这些技术就会被抛弃。随着异源设计(异步和非对称角色、任务、界面平台、用户能力等)机会的不断涌现,它们的技术能力和教学潜力都非常巨大。我们需要的是通过有意义的体验进行更深入的学习,而后者则是通过用户体验因素(包括临场感、流动感和自我效能感)所产生的情感和认知参与来促进的。本文的中心论点是,通过以用户为中心的软件设计,重点唤起这些因素,可以大大提高这些技术的学习效率。硬件配置和软件设计应提供建立在研究基础上的交互设计的培训场景。这里的转折点在于,在这篇文章中,我们着眼于一直未得到充分重视的听觉感知领域,特别是与人类与(和通过)数字技术进行交互有关的领域,提出了一套新颖的交互设计原则,目的是加强扩展现实协作学习。
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The fundamental frequency: Extending sound perception theory to extended-reality collaborative environments

It has been suggested that media and technology effectiveness in pedagogy is a myth. An intervention is not automatically effective simply by virtue of it being new. Yet, so often, initial hype leads to inflated expectations and subsequent disappointments. Virtual and augmented reality, the metaverse, and collaborative virtual learning environments that utilise an increasingly wide range of digital platforms have all made appearances within this narrative. However, initial failures to meet expectation, especially when value is taken for granted, should not condemn these technologies to being dismissed. With the burgeoning opportunity for heterogenic design (asynchronous and asymmetrical roles, tasks, interface platforms, user capabilities, etc.) their technical capabilities and pedagogic potential are too significant. The need is for deeper learning through meaningful experience, the latter facilitated through affective and cognitive engagement derived from user-experience factors that include presence, flow, and self-efficacy. The central assertion of this article is that the effectiveness of these technologies for learning can be greatly enhanced through user-centred software designs that focus upon evoking these factors. Hardware configurations and software designs should deliver training scenarios that are built upon research-informed interaction design. The twist here is that in this article, we look to the oft underappreciated field of auditory perception, specifically that pertaining to human interactions with (and through) digital technologies, to present a novel set of interaction design principles with the goal of enhancing extended reality collaborative learning.

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