2019
Collaborative Immersive Virtual Environments for Education in Geography
ŠAŠINKA, Čeněk, Zdeněk STACHOŇ, Michal SEDLÁK, Jiří CHMELÍK, Lukáš HERMAN et. al.Základní údaje
Originální název
Collaborative Immersive Virtual Environments for Education in Geography
Autoři
ŠAŠINKA, Čeněk (203 Česká republika, garant, domácí), Zdeněk STACHOŇ (203 Česká republika, domácí), Michal SEDLÁK (703 Slovensko, domácí), Jiří CHMELÍK (203 Česká republika, domácí), Lukáš HERMAN (203 Česká republika, domácí), Petr KUBÍČEK (203 Česká republika, domácí), Alžběta STRNADOVÁ (203 Česká republika, domácí), Milan DOLEŽAL (203 Česká republika, domácí), Hynek TEJKL (203 Česká republika, domácí), Tomáš URBÁNEK (203 Česká republika, domácí), Hana SVATOŇOVÁ (203 Česká republika, domácí), Pavel UGWITZ (203 Česká republika, domácí) a Vojtěch JUŘÍK (203 Česká republika, domácí)
Vydání
ISPRS International Journal of Geo-Information, Basel, Switzerland, MDPI, 2019, 2220-9964
Další údaje
Jazyk
angličtina
Typ výsledku
Článek v odborném periodiku
Obor
50101 Psychology
Stát vydavatele
Švýcarsko
Utajení
není předmětem státního či obchodního tajemství
Odkazy
Impakt faktor
Impact factor: 2.239
Kód RIV
RIV/00216224:14210/19:00108966
Organizační jednotka
Filozofická fakulta
UT WoS
000458582700003
Klíčová slova anglicky
immersive virtual reality; collaborative immersive virtual environment; immersion; sense of presence; telepresence; Head-mounted display; cyberpsychology; human–computer interaction; collaborative learning; hypsography; contour lines; map literacy
Štítky
Příznaky
Mezinárodní význam, Recenzováno
Změněno: 14. 6. 2022 11:53, RNDr. Pavel Šmerk, Ph.D.
Anotace
V originále
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.
Návaznosti
MUNI/M/0846/2015, interní kód MU |
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