ISKM43 Immersive virtual reality in humanities

Faculty of Arts
Autumn 2020
Extent and Intensity
0/1/1. 5 credit(s). Type of Completion: k (colloquium).
Taught online.
Mgr. Čeněk Šašinka, Ph.D. (lecturer)
Mgr. Alžběta Šašinková (lecturer)
Bc. Natálie Káčová (assistant)
Guaranteed by
Mgr. Čeněk Šašinka, Ph.D.
Department of Information and Library Studies - Faculty of Arts
Contact Person: Mgr. Alice Lukavská
Supplier department: Department of Information and Library Studies - Faculty of Arts
active approach and ability of individual work
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 15 student(s).
Current registration and enrolment status: enrolled: 8/15, only registered: 0/15, only registered with preference (fields directly associated with the programme): 0/15
fields of study / plans the course is directly associated with
there are 7 fields of study the course is directly associated with, display
Course objectives
The goal of the course is to immerse fully into virtual reality and explore their usefulness in research and application area.
Learning outcomes
- to understand technological principles of immersive virtual reality - to understand psychological effects of virtual reality - to experience of virtual worlds - to think creatively about application for immersive virtual reality
  • - theoretical introduction - principles of immersive virtual reality - exploration of selected application in virtual reality - discussion about experienced iVR applications - design of own application or research desing by using iVR - presentation and discussion
  • Zhang, S.; Moore, A. The Usability of Online Geographic Virtual Reality for Urban Planning. ISPRS—International Archives of the Photogrammetry. Remote Sens. Spat. Inf. Sci. 2013, XL-2/W2, 145–150.
  • Lalley, J.P.; Piotrowski, P.S.; Battaglia, B.; Brophy, K.; Chugh, K. A Comparison of V-Frog[C] to Physical Frog Dissection. Int. J. Environ. Sci. Educ. 2010, 5, 189–200.
  • Merchant, Z.; Goetz, E.; Cifuentes, L.; Keeney-Kennicutt, W.; Davis, T. Effectiveness of Virtual Reality-based Instruction on Students’ Learning Outcomes in K-12 and Higher Education: A Meta-analysis. Comput. Educ. 2014, 70, 29–40.
  • Horvath, I. Innovative Engineering Education in the Cooperative VR Environment. In Proceedings of the 2016 7th IEEE International Conference on Cognitive Infocommunications, CogInfoCom, Wroclaw, Poland, 16–18 October 2016; pp. 359–364.
  • Tu, C.H. Online Collaborative Learning Communities: Twenty-one Designs to Building an Online Collaborative Learning Community; Libraries Unlimited: Westport, Ireland, 2004.
  • Dos Reis, P.R.; Matos, C.E.; Diniz, P.S.; Silva, D.M.; Dantas, W.; Braz, G.; de Paiva, A.C.; Araújo, A.S. An Immersive Virtual Reality Application for Collaborative Training of Power Systems Operators. In Proceedings of the 2015 XVII Symposium on Virtual
  • Bailenson, J.; Blascovich, J.; Beall, A.; Loomis, J. Interpersonal Distance in Immersive Virtual Environments. Personal. Soc. Psychol. Bull. 2003, 29, 819–833.
  • De la Peña, N.; Weil, P.; Llobera, J.; Spanlang, B.; Friedman, D.; Sanchez-Vives, M.; Slater, M. Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News. Presence Teleoperators Virtual Environ. 2010, 19, 291–301.
  • Bideau, B.; Kulpa, R.; Vignais, N.; Brault, S.; Multon, F.; Craig, C. Virtual reality, a Serious Game for Understanding Performance and Training Players in Sport. IEEE Comput. Gr. Appl. 2009.
  • Zyda, M. From Visual Simulation to Virtual Reality to Games. Computer 2005, 38, 25–32.
  • Staurset, E.; Prasolova-Førland, E. Creating a Smart Virtual Reality Simulator for Sports Training and Education. Smart Innov. Syst. Technol. 2016, 59, 423–433.
  • Cho, B.H.; Ku, J.; Jang, D.P.; Kim, S.; Lee, Y.H.; Kim, I.Y.; Lee, J.H.; Kim, S.I. The Effect of Virtual Reality Cognitive Training for Attention Enhancement. Cyberpsychol. Behav. 2002, 5, 129–137.
  • Parong, J.; Mayer, R.E. Learning Science in Immersive Virtual Reality. J. Educ. Psychol. 2018, 110, 785–797.
  • Philips, A.; Walz, A.; Bergner, A.; Graeff, T.; Heistermann, M.; Kienzler, S.; Korup, O.; Lipp, T.; Schwanghart, W.; Zeilinger, G. Immersive 3D Geovisualization in Higher Education. J. Geogr. Higher Educ. 2015, 39, 437–449.
  • Hirmas, D.; Slocum, T.; Halfen, A.; White, T.; Zautner, E.; Atchley, P.; Liu, H.; Johnson, W.; Egbert, S.; McDermott, D. Effects of Seating Location and Stereoscopic Display on Learning Outcomes in an Introductory Physical Geography Class. J. Geosci. Edu
  • He, T.; Chen, X.; Chen, Z.; Li, Y.; Liu, S.; Hou, J.; He, Y. Immersive and Collaborative Taichi Motion Learning in Various VR Environments. In Proceedings of the 2017 IEEE Virtual Reality (VR), Los Angeles, CA, USA, 18–22 March 2017; IEEE: Los Angeles, C
  • Jackson, R.L.; Fagan, E. Collaboration and learning within immersive virtual reality. In Proceedings of the 3rd International Conference on Collaborative Virtual Environments; Churchill, E., Reddy, M., Eds.; ACM: New York, NY, USA, 2000; pp. 83–92.
  • Abulrub, A.; Attridge, A.; Williams, M. Virtual Reality in Engineering Education: The Future of Creative Learning. Int. J. Emerg. Technol. Learn. 2011, 6.
  • Lin, H.; Chen, M.; Lu, G. Virtual Geographic Environment: A Workspace for Computer-Aided Geographic Experiments. Ann. Assoc. Am. Geogr. 2013, 103, 465–482.
  • Garcia-Palacios, A.; Hoffman, H.; Kwong See, S.; Tsai, A.; Botella, C. Redefining Therapeutic Success with Virtual Reality Exposure Therapy. CyberPsychol. Behav. 2001, 4, 341–348.
  • Carbonell-Carrera, C.; Saorín, J. Geospatial Google Street View with Virtual Reality: A Motivational Approach for Spatial Training Education. ISPRS Int. J. Geo-Inf. 2017, 6, 261.
  • Hew, K.; Cheung, W. Use of Three-dimensional (3-D) Immersive Virtual Worlds in K-12 and Higher Education Settings: A Review of the Research. Br. J. Educ. Technol. 2010, 41, 33–55.
  • Witmer, B.; Singer, M. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence Teleoperators Virtual Environ. 1998, 7, 225–240.
  • Kaufmann, H.; Schmalstieg, D. Designing Immersive Virtual Reality for Geometry Education. In Proceedings of the IEEE Virtual Reality Conference (VR 2006), Alexandria, VA, USA, 25–29 March 2006; pp. 51–58.
  • Lee, B.W.; Shih, H.Y.; Chou, Y.T.; Chen, Y.S. Educational Virtual Reality Implementation on English for Tourism Purpose Using Knowledge-based Engineering. In Proceedings of the 2017 International Conference on Applied System Innovation, ICASI, Sapporo, J
  • Davis, S.; Nesbitt, K.; Nalivaiko, E. A Systematic Review of Cybersickness. In Proceedings of the 2014 Conference on Interactive Entertainment, IE2014, Newcastle, Australia, 2–3 December 2014; Blackmore, K., Nesbitt, K., Smith, S.P., Eds.; ACM: New York,
  • Ai-Lim Lee, E.; Wong, K.; Fung, C. How Does Fesktop Virtual Reality Enhance Learning Outcomes? A Structural Equation Modeling Approach. Comput. Educ. 2010, 55, 1424–1442.
  • Carbonell Carrera, C.; Saorin, J.L.P.; de la Torre Cantero, J. Teaching with AR as a Tool for Relief Visualization: Usability and Motivation Study. Int. Res. Geogr. Environ. Educ. 2017, 27, 69–84.
  • Halabi, O.; Abou El-Seoud, S.; Alja’am, J.; Alpona, H.; Al-Hemadi, M.; Al-Hassan, D. Design of Immersive Virtual Reality System to Improve Communication Skills in Individuals with Autism. Int. J. Emerg. Technol. Learn. 2017, 12, 50.
Teaching methods
- individual experience by active exploration of iVR - discussion about shared experience - bibliographic search - project - creative use of iVR (teamwork is allowed) - presentation and evaluation
Assessment methods
presentation of project and its evaluation
Language of instruction
Further comments (probably available only in Czech)
Study Materials
The course is taught annually.
The course is taught: every week.
Information on course enrolment limitations: Pro bakalářské studenty na výjimku
The course is also listed under the following terms Autumn 2019.
  • Enrolment Statistics (recent)
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