2022
DOI: 10.1007/s12650-022-00889-w
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Effect of display platforms on spatial knowledge acquisition and engagement: an evaluation with 3D geometry visualizations

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Cited by 9 publications
(3 citation statements)
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“…They reported a small effect size for better performance of IVR than DVR groups directly after training. However, the studies comparing learning retention after DVR and IVR training are inconclusive as Buttussi and Chittaro (2018) and Lu et al (2022) found nonsignificant differences, Smith et al (2018) reported mixed results, and Alrehaili and Al Osman (2019) recorded DVR as slightly better media. Since there are nonsignificant differences in the objective factors for learning retention, the goal attainment should be similar between both groups.…”
Section: Discussionmentioning
confidence: 99%
“…They reported a small effect size for better performance of IVR than DVR groups directly after training. However, the studies comparing learning retention after DVR and IVR training are inconclusive as Buttussi and Chittaro (2018) and Lu et al (2022) found nonsignificant differences, Smith et al (2018) reported mixed results, and Alrehaili and Al Osman (2019) recorded DVR as slightly better media. Since there are nonsignificant differences in the objective factors for learning retention, the goal attainment should be similar between both groups.…”
Section: Discussionmentioning
confidence: 99%
“…Finally, while this work is focused on exergames, the findings can also be used for other types of applications [e.g., for language training and learning (Pack et al, 2020 ; Barrett et al, 2023 ) and abstract concept exploration (Lu et al, 2018 , 2023 ; Chen et al, 2021 )] where the presence of a spectator audience can have an impact on users' performance. Still, future studies could explore using spectator NPCs other than exergames, where spectators can be added to give more realism to the applications.…”
Section: Discussionmentioning
confidence: 99%
“…The user can naturally interact with the VE using a pair of VR controllers, such as Oculus Touch, Vive or Valve Index controllers. In recent years, the use of Virtual Reality (VR) combined with computers and/or smartphones has gained much interest and is increasingly used in various applications (e.g., (Lu et al, 2022)), including improving individuals' creativity (e.g., (Bourgeois-Bougrine et al, 2022;Graessler & Taplick, 2019;Yang et al, 2018)). VR technology enables individuals to deal with real-life scenarios by increasing immersion feeling in interactive applications.…”
Section: Introductionmentioning
confidence: 99%