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result(s) for
"collaborative immersive virtual environments"
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Collaborative Immersive Virtual Environments in Geography Education on Climate Zones: A UX Case Study
2025
This study examines students’ experiences with Biomes, a Collaborative Immersive Virtual Environment (CIVE) designed to teach climate zones through virtual reality. The research employed a combination of Research through Design (RtD) methodology and Interpretative Phenomenological Analysis (IPA) to explore how students view their CIVE experience and its perceived impact on learning. 16 students (aged 12–15) participated in structured lessons using Meta Quest 2 headsets, followed by semi-structured focus groups. The analysis yielded three overarching themes: challenges with object manipulation, perceived benefits, and desired additional functionalities. While participants encountered challenges with precise thumbnail placement and grip distance control, they reported high levels of enjoyment, appropriate difficulty levels, and notable knowledge acquisition. The immersive nature of the virtual environment created authentic experiences that traditional classrooms cannot replicate, although perceptions varied by age group, with younger students showing greater enthusiasm. The findings demonstrate that despite technical challenges, CIVEs have the potential to facilitate engaging educational experiences. It is imperative to integrate advanced interaction techniques, incorporate age-specific design elements, and strike a balance between technological innovation and pedagogical efficacy to optimise educational outcomes in virtual reality learning environments, thereby enhancing the effectiveness of future developments in this domain.
Journal Article
Collaborative Immersive Virtual Environments for Education in Geography
by
Doležal, Milan
,
Šašinka, Čeněk
,
Herman, Lukáš
in
Climate change
,
Cognition
,
Cognitive ability
2019
Immersive virtual reality (iVR) devices are rapidly becoming an important part of our lives and forming a new way for people to interact with computers and each other. The impact and consequences of this innovative technology have not yet been satisfactory explored. This empirical study investigated the cognitive and social aspects of collaboration in a shared, immersive virtual reality. A unique application for implementing a collaborative immersive virtual environment (CIVE) was developed by our interdisciplinary team as a software solution for educational purposes, with two scenarios for learning about hypsography, i.e., explanations of contour line principles. Both scenarios allow switching between a usual 2D contour map and a 3D model of the corresponding terrain to increase the intelligibility and clarity of the educational content. Gamification principles were also applied to both scenarios to augment user engagement during the completion of tasks. A qualitative research approach was adopted to obtain a deep insight into the lived experience of users in a CIVE. It was thus possible to form a deep understanding of very new subject matter. Twelve pairs of participants were observed during their CIVE experience and then interviewed either in a semistructured interview or a focus group. Data from these three research techniques were analyzed using interpretative phenomenological analysis, which is research method for studying individual experience. Four superordinate themes—with detailed descriptions of experiences shared by numerous participants—emerged as results from the analysis; we called these (1) Appreciation for having a collaborator, (2) The Surprising “Fun with Maps”, (3) Communication as a challenge, and (4) Cognition in two realities. The findings of the study indicate the importance of the social dimension during education in a virtual environment and the effectiveness of dynamic and interactive 3D visualization.
Journal Article
Geography Education in a Collaborative Virtual Environment: A Qualitative Study on Geography Teachers
by
Káčová, Natálie
,
Ugwitz, Pavel
,
Šašinka, Čeněk
in
Collaboration
,
collaborative immersive virtual environments
,
Collaborative virtual environments
2022
The presented study aspires to utilize the gradually validated immense potential of collaborative immersive virtual environments (CIVEs) in higher education when designing and conducting geography lessons. These particular lessons focused on hypsography. A Research through Design approach and relevant qualitative methodology were used as we engaged two groups of domain experts (experienced geography teachers) to validate both the learning scenarios and the virtual environment we used. The lessons were administered via eDIVE—a novel platform for collaborative learning and teaching in virtual reality of our own design. The teachers underwent a hypsography virtual lesson and were randomly divided into two groups to be compared, which differed in the level of structure given to the lesson (one group received detailed instructions on what task they were to solve, while the other was given a free hand in exploring the environment and activities it afforded). The teachers’ experiences were then summarized in a post-lesson reflection and a subsequent focus group following the tasks. The participants’ expertise allowed insights to be gained into their first-hand experience as students, as well as their expert view of the lesson from an educational point of view. Virtual reality’s implementation into teaching practice was the key topic of the discussion.
Journal Article
Negative effects of network latencies in immersive collaborative virtual environments
by
Becher Armin
,
Angerer Jens
,
Grauschopf, Thomas
in
Collaboration
,
Collaborative virtual environments
,
Cubes
2020
The present work aims to investigate the negative effects of network latencies in immersive collaborative virtual environments. A user study was conducted to determine the impact of those delays on the performance of users. Participants of the study played a simple cooperative game designed for two players. The goal of the game was to correctly place bicolored cubes into their specific destinations. Since each player only saw the colors of the cubes of his or her partner, both players had to visually and verbally exchange information to complete the game. Each pair of participants played the game under four different latency conditions. The task performance was measured by the time needed to place one cube successfully. Besides, other subjectively observable variables were investigated. The results of the study show that a high end-to-end delay between two VR stations has an adverse effect on the users’ task performance, the amount of mutual understanding and the perceived workload. For the co-presence metric, i.e., the perceived amount of togetherness inside the virtual environment, no significant correlation to the network delay could be determined.
Journal Article
Virtual reality and augmented reality in social learning spaces: a literature review
2021
In this survey, we explore Virtual Reality and Augmented Reality within social learning spaces, such as classrooms and museums, while also extending into relevant social interaction concepts found within more reality-based and social immersive media frameworks. To provide a foundation for our findings we explore properties and interactions relevant to educational use in social learning spaces; in addition to several learning theories such as constructivism, social cognitive theory, connectivism, and activity theory, within a CSCL lens, to build a theoretical foundation for future virtual reality/augmented reality educational frameworks. Several virtual reality/augmented reality examples for learning are explored, and several promising areas to further research, such as a greater focus on accessibility, the interplay between the physical and virtual environments, and suggestions for updated learning theory foundations, are proposed.
Journal Article
Designing for collaborative learning in immersive virtual reality: a systematic literature review
2024
Immersive learning technologies such as virtual reality have long been deemed as the next generation of digital learning environments. There is a limited number of studies addressing how immersive technologies can be designed, applied, and studied in collaborative learning settings. This paper presents a systematic review of empirical studies reporting on use of immersive virtual reality in collaborative learning within educational and professional learning settings. 11 studies have been grouped and coded in a textual narrative synthesis, outlining the pedagogical concepts behind the learning design, as well as the design of virtual reality environments and the collaborative learning activities in which the technology is employed. The results suggest that collaborative learning in virtual reality can currently be conceptualised as a shared experience in an immersive, virtually mediated space, where there is a shared goal/problem which learners must attend to collaboratively. This conceptualisation implies a need to design technologies, environments, and activities that support participation and social interaction, fostering collaborative learning processes. Based on the outlined conceptualisation, we present a series of recommendations for designing for collaborative learning in immersive virtual reality. The paper concludes that collaborative learning in virtual reality creates a practice- and reflection space, where learning is perceived as engaging, without the risk of interfering with actual practices. Current designs however struggle with usability, realism, and facilitating social interaction. The paper further identifies a need for future research into what happens within virtual reality, rather than only looking at post-virtual reality evaluations.
Journal Article
Benefits of immersive collaborative learning in CAVE-based virtual reality
by
de Back Tycho T
,
Tinga, Angelica M
,
Louwerse, Max M
in
Achievement Gains
,
Collaboration
,
Collaborative learning
2020
How to make the learning of complex subjects engaging, motivating, and effective? The use of immersive virtual reality offers exciting, yet largely unexplored solutions to this problem. Taking neuroanatomy as an example of a visually and spatially complex subject, the present study investigated whether academic learning using a state-of-the-art Cave Automatic Virtual Environment (CAVE) yielded higher learning gains compared to conventional textbooks. The present study leveraged a combination of CAVE benefits including collaborative learning, rich spatial information, embodied interaction and gamification. Results indicated significantly higher learning gains after collaborative learning in the CAVE with large effect sizes compared to a textbook condition. Furthermore, low spatial ability learners benefitted most from the strong spatial cues provided by immersive virtual reality, effectively raising their performance to that of high spatial ability learners. The present study serves as a concrete example of the effective design and implementation of virtual reality in CAVE settings, demonstrating learning gains and thus opening opportunities to more pervasive use of immersive technologies for education. In addition, the study illustrates how immersive learning may provide novel scaffolds to increase performance in those who need it most.
Journal Article
Harmonize: a shared environment for extended immersive entertainment
2023
Virtual reality (VR) and augmented reality (AR) applications are very diffuse nowadays. Moreover, recent technology innovations led to the diffusion of commercial head-mounted displays for immersive VR: users can enjoy entertainment activities that fill their visual fields, experiencing the sensation of physical presence in these virtual immersive environments. Even if AR and VR are mostly used separately, they can be effectively combined to provide a multi-user shared environment (SE), where two or more users perform some specific tasks in a cooperative or competitive way, providing a wider set of interactions and use cases compared to immersive VR alone. However, due to the differences between the two technologies, it is difficult to develop SEs offering a similar experience for both AR and VR users. This paper presents Harmonize, a novel framework to deploy applications based on SEs with a comparable experience for both AR and VR users. Moreover, the framework is hardware-independent, and it has been designed to be as much extendable to novel hardware as possible. An immersive game has been designed to test and to evaluate the validity of the proposed framework. The assessment of the system through the System Usability Scale questionnaire and the Game Experience Questionnaire shows a positive evaluation.
Journal Article
Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study
by
Doležal, Milan
,
Sedlák, Michal
,
Šašinka, Čeněk
in
Biology and Life Sciences
,
Cartography
,
Cognition
2022
Many university-taught courses moved to online form since the outbreak of the global pandemic of coronavirus disease (COVID-19). Distance learning has become broadly used as a result of the widely applied lockdowns, however, many students lack personal contact in the learning process. A classical web-based distance learning does not provide means for natural interpersonal interaction. The technology of immersive virtual reality (iVR) may mitigate this problem. Current research has been aimed mainly at specific instances of collaborative immersive virtual environment (CIVE) applications for learning. The fields utilizing iVR for knowledge construction and skills training with the use of spatial visualizations show promising results. The objective of this study was to assess the effectiveness of collaborative and individual use of iVR for learning geography, specifically training in hypsography. Furthermore, the study’s goals were to determine whether collaborative learning would be more effective and to investigate the key elements in which collaborative and individual learning were expected to differ–motivation and use of cognitive resources. The CIVE application developed at Masaryk University was utilized to train 80 participants in inferring conclusions from cartographic visualizations. The collaborative and individual experimental group underwent a research procedure consisting of a pretest, training in iVR, posttest, and questionnaires. A statistical comparison between the geography pretest and posttest for the individual learning showed a significant increase in the score ( p = 0.024, ES = 0.128) and speed ( p = 0.027, ES = 0.123), while for the collaborative learning, there was a significant increase in the score ( p <0.001, ES = 0.333) but not in speed ( p = 1.000, ES = 0.000). Thus, iVR as a medium proved to be an effective tool for learning geography. However, comparing the collaborative and individual learning showed no significant difference in the learning gain ( p = 0.303, ES = 0.115), speed gain ( p = 0.098, ES = 0.185), or performance motivation ( p = 0.368, ES = 0.101). Nevertheless, the collaborative learning group had significantly higher use of cognitive resources ( p = 0.046, ES = 0.223) than the individual learning group. The results were discussed in relation to the cognitive load theories, and future research directions for iVR learning were proposed.
Journal Article
A framework for fidelity evaluation of immersive virtual reality systems
2022
Developments in visual and tracking systems have expanded virtual reality (VR) applications and led to VR becoming a powerful tool for decision making, planning, and conducting training and experiments across several fields. VR’s goal is to fully immerse a user in a virtual environment through simulating the same kinds of physical and psychological reactions they would experience in the real world. Fidelity is a common and useful concept for distinguishing different VR systems, as a common goal for VR is to provide a high-fidelity experience similar to the real world. The purpose of this study was to provide a comprehensive framework and a scale for evaluating the fidelity of VR systems by addressing their architecture and the factors that affect overall fidelity with respect to the digital sensory and tracking systems used. The proposed framework characterizes itself from other fidelity evaluation frameworks in the involvement of integration and synchronization of VR system data and devices as the main factors in fidelity evaluation. Also, it presents a scale for fidelity evaluation of VR systems and defines high-level useful concepts for distinguishing different VR systems with respect to fidelity.
Journal Article