Abstract:Background
The role of emotion is crucial to the learning process, as it is linked to motivation, interest, and attention. Affective states are expressed in the brain and in overall biological activity. Biosignals, like heart rate (HR), electrodermal activity (EDA), and electroencephalography (EEG) are physiological expressions affected by emotional state. Analyzing these biosignal recordings can point to a person’s emotional state. Contemporary medical education has progressed extensively towards … Show more
“…External sensors may include, for example, additional devices that measure body movement and posture. Biosensors, such as electrodermal activity (EDA) sensors used to record emotional arousal, cardiovascular activity sensors that are used as markers for both mental and physical states and even electroencephalography (EEG) that records the electrical activity of the brain [ 60 , 65 ] are another prominent example. Synchronization between the data of the built-in sensors and the external sensors can be done in a post hoc manner based on time fields.…”
Section: Using Virtual Reality To Study Human Behavior and Mobilitmentioning
Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.
“…External sensors may include, for example, additional devices that measure body movement and posture. Biosensors, such as electrodermal activity (EDA) sensors used to record emotional arousal, cardiovascular activity sensors that are used as markers for both mental and physical states and even electroencephalography (EEG) that records the electrical activity of the brain [ 60 , 65 ] are another prominent example. Synchronization between the data of the built-in sensors and the external sensors can be done in a post hoc manner based on time fields.…”
Section: Using Virtual Reality To Study Human Behavior and Mobilitmentioning
Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of research as they offer a unique combination between controlled experimental environments that allow drawing causal conclusions and a high level of environmental realism that supports ecological validity. The current study pilot tested a walking simulator with additional sensor technologies, including biosensors, eye tracking and gait sensors. Results found IVEs to facilitate extremely high tempo-spatial-resolution measurement of physical walking parameters (e.g., speed, number of gaits) along with walking experience and wellbeing (e.g., electrodermal activity, heartrate). This level of resolution is useful in linking specific environmental stimuli to the psychophysiological and behavioral reactions, which cannot be obtained in real-world and self-report research designs. A set of guidelines for implementing IVE technology for research is suggested in order to standardize its use and allow new researchers to engage with this emerging field of research.
“…Most studies (19 out of 27) first separated the signal into tonic and phasic components, but there was no consensus on which component to use. Six studies used both tonic and phasic components to further analyze the EDA signal [ 52 , 53 , 56 , 58 , 61 , 69 ]. Additionally, six studies used tonic components, i.e., skin conductance level (SCL) only [ 39 , 40 , 49 , 55 , 63 , 65 ], and seven studies used phasic components, i.e., skin conductance response (SCR) only [ 33 , 36 , 50 , 60 , 64 , 66 , 68 ].…”
Section: Resultsmentioning
confidence: 99%
“…Regarding the processing of the EDA signal, nine studies did not report information about cleaning or filtering [ 40 , 46 , 53 , 57 , 60 , 61 , 62 , 67 , 68 ].…”
There is a strong increase in the use of devices that measure physiological arousal through electrodermal activity (EDA). Although there is a long tradition of studying emotions during learning, researchers have only recently started to use EDA to measure emotions in the context of education and learning. This systematic review aimed to provide insight into how EDA is currently used in these settings. The review aimed to investigate the methodological aspects of EDA measures in educational research and synthesize existing empirical evidence on the relation of physiological arousal, as measured by EDA, with learning outcomes and learning processes. The methodological results pointed to considerable variation in the usage of EDA in educational research and indicated that few implicit standards exist. Results regarding learning revealed inconsistent associations between physiological arousal and learning outcomes, which seem mainly due to underlying methodological differences. Furthermore, EDA frequently fluctuated during different stages of the learning process. Compared to this unimodal approach, multimodal designs provide the potential to better understand these fluctuations at critical moments. Overall, this review signals a clear need for explicit guidelines and standards for EDA processing in educational research in order to build a more profound understanding of the role of physiological arousal during learning.
“…Virtual patients, and virtual/augmented/mixed reality (VR/AR/MR) have been shown to improve both the educational and affective states of healthcare students [5]- [8], thus increasing interest. These technologies' sensory immediacy results in an intuitive anchoring of the core information to the learner and facilitates model construction based on solid science evidence [9], [10].…”
Section: Timeliness and Relevancementioning
confidence: 99%
“…He has authored more than 40 scientific publications in journals and conferences several of which are in the field of technology enabled educational content creation and repurposing. From evaluating web based VP experiences [22] to VP ports in MUVEs [23] and recently to augmented [24] and mixed reality [5], along with devising participatory methodologies for these media [16] PA will provide the current technologist's/practitioner's view on the challenges of bridging the gap between the educational narrative and the technological realities of immersive media. His practical, implementation based viewpoint will also allow him to facilitate both the hands-on storyboarding session and the overall panel.…”
Virtual Reality (VR), blanket term used for all the reality-virtuality spectrum, is exploding in proliferation, especially in healthcare. The core challenge of this explosion is the timely and cost-effective provision of bespoke content. Co-creative approaches can facilitate this endeavor by making the educators active participants in the development process reducing development overheads and democratizing healthcare digital content creation. This panel session aims at health educators, VR technologists, developers and technology enthusiasts. It will present, and actively engage its audience with co-creative methods and approaches, providing them with the gateway experience that could become useful for introducing such methods in their institutions and workflows. The panelists are cross-disciplined educational technologists/medical educators with extensive experience in the field of technology enhanced learning (TEL) who have implemented such methodologies in practice. The workshop will follow a mixed format. A brief "observations from the field" introduction to the topics of VR TEL and co-creation will be followed by an introduction to real world healthcare VR projects and resources. In these, realistic examples, the participants will engage in hands-on storyboarding and non-technical design and development tasks, in order to acclimate with the co-creative process and become able to explore it for their own use cases.
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