scholarly journals The Effect of the Degree of Anxiety of Learners during the Use of VR on the Flow and Learning Effect

2020 ◽  
Vol 10 (14) ◽  
pp. 4932 ◽  
Author(s):  
Chongsan Kwon

Virtual reality (VR) learning content that provides negative experiences makes learners anxious. Thus, experimental research was conducted to determine how anxiety felt by learners using VR impacts learning. To measure the learning effects, flow, a leading element of learning effects, was measured. Flow has a positive effect on learning as a scale of how immersed an individual is in the work he or she is currently performing. The evaluation method used the empirical recognition scale by Kwon (2020) and the six-item short-form State-Trait Anxiety Inventory (STAI) from Marteau and Becker (1992), which were used in the preceding study. The difference in flow between high- and low-anxiety groups was explored by measuring the degree the study participants felt using an Fire Safety Education Game based on VR that allows learners to feel the heat and wind of the fire site with their skin. As a result of the experiment, no difference in flow was found between the high- and low-anxiety groups that played the same VR game with cutaneous sensation. However, the high-anxiety group who played the VR game with cutaneous sensation showed a higher flow than the group that played the basic fire safety education VR game. Based on these results, the following conclusions were drawn: the closer to reality the VR learning and training system for negative situations is reproduced, the more realistically the learner feels the anxiety. In other words, the closer to reality the virtual environment is reproduced, the more realistically the learner feels the feelings in the virtual space. In turn, through this realistic experience, the learner becomes immersed in the flow more deeply. In addition, considering that flow is a prerequisite for the learning effect, the anxiety that learners feel in the virtual environment will also have a positive effect on the learning effect. As a result, it can be assumed that the more realistically VR is reproduced, the more effective experiential learning using VR can be.

2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3661
Author(s):  
Noman Khan ◽  
Khan Muhammad ◽  
Tanveer Hussain ◽  
Mansoor Nasir ◽  
Muhammad Munsif ◽  
...  

Virtual reality (VR) has been widely used as a tool to assist people by letting them learn and simulate situations that are too dangerous and risky to practice in real life, and one of these is road safety training for children. Traditional video- and presentation-based road safety training has average output results as it lacks physical practice and the involvement of children during training, without any practical testing examination to check the learned abilities of a child before their exposure to real-world environments. Therefore, in this paper, we propose a 3D realistic open-ended VR and Kinect sensor-based training setup using the Unity game engine, wherein children are educated and involved in road safety exercises. The proposed system applies the concepts of VR in a game-like setting to let the children learn about traffic rules and practice them in their homes without any risk of being exposed to the outside environment. Thus, with our interactive and immersive training environment, we aim to minimize road accidents involving children and contribute to the generic domain of healthcare. Furthermore, the proposed framework evaluates the overall performance of the students in a virtual environment (VE) to develop their road-awareness skills. To ensure safety, the proposed system has an extra examination layer for children’s abilities evaluation, whereby a child is considered fit for real-world practice in cases where they fulfil certain criteria by achieving set scores. To show the robustness and stability of the proposed system, we conduct four types of subjective activities by involving a group of ten students with average grades in their classes. The experimental results show the positive effect of the proposed system in improving the road crossing behavior of the children.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Author(s):  
Ibrahim Darwich ◽  
Mohammad Abuassi ◽  
Christel Weiss ◽  
Dietmar Stephan ◽  
Frank Willeke

Purpose: The advent of robotic surgery has highlighted the advantages of articulation. This dry-lab study examined the dexterity and learning effect of a new articulated laparoscopic instrument: the ArtiSential® forceps (LIVSMED, Seongnam, Republic of Korea). Methods: A peg board task was designed. Three groups of volunteers with varying levels of laparoscopic expertise were organized to perform the task: expert, intermediate and novice. The participants performed the task using articulated and straight instruments, once before a 30-min training session and once afterwards. The times required to perform the task were recorded. The performances were analyzed and compared between the groups as well as between the straight and articulated instruments. Results: The experts were significantly faster than the novices with both instruments before the 30-min training session (p = 0.0317 for each instrument). No significant time difference was found among the three groups after the 30-min training session. The decrease in the time required to perform the peg-transfer task with the articulated instrument was significantly greater in the novice and intermediate groups (p = 0.0159 for each group). No significant difference in time reduction was observed between the groups with the straight instrument. Regardless of the user, the articulated device was associated with faster task performance than the straight device after 8 hours of training (p = 0.0039). Conclusion: The ArtiSential® articulated device can improve dexterity. A significantly greater learning effect was observed in the novice and intermediate groups in comparison with experts. A plateau in the learning curve was observed after a few hours of training.


2021 ◽  
Vol 10.47389/36 (No 2) ◽  
pp. 34-41
Author(s):  
Kamarah Pooley ◽  
Sonia Nunez ◽  
Mark Whybro

School-based fire safety education programs are implemented by fire services organisations around the world to improve children’s fire safety knowledge and skills. Such education is considered the single most modifiable strategy that fire services organisations can implement to reduce the risk that children will misuse fire or be harmed by fire. Despite this, there are no overarching and evidence-based guidelines for the development of new programs or the evaluation and modification of existing ones. To fill this void, a rapid evidence assessment of existing literature was conducted. Results revealed 25 evidence-based practices that held true in a variety of contexts and methodologically diverse studies. These practices inform an empirical framework that can be used to guide fire safety education programs for children.


2021 ◽  
Vol 7 (3A) ◽  
pp. 378-384
Author(s):  
Ludmyla Snihur ◽  
Eduard Sarafaniuk ◽  
Oleksandr Rozmaznin ◽  
Volodymyr Lukhanin ◽  
Larysa Yakobchuk

The article is devoted to the substantiation of the relevance of the use of modern sports in general and general physical training in particular in the training system of students. The paper considers the actual problems of improving the physical fitness of students who study at higher military educational institutions during the period of primary sports training. The possibilities of increasing the effectiveness of the training process have been investigated. The analysis of modern scientific and literary sources gives grounds to assert that the system of sports training has a significant positive effect on the general level of well-being, facilitating the learning process and maintaining a healthy lifestyle. The purpose of the article is to form and implement innovative forms of sports education for students and further experimental verification of the developed program.


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