Proceedings of the 5th Symposium on Spatial User Interaction 2017
DOI: 10.1145/3131277.3132171
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Evaluating the effect of tangible virtual reality on spatial perspective taking ability

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Cited by 46 publications
(16 citation statements)
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“…The game described herein is part of a research program called Tangibles for Augmenting Spatial Cognition (TASC), which aims to develop and study virtual game environments that employ tangible and embodied interaction in the context of solving spatial puzzles. The TASC team has examined various interactive methods for engaging distinct spatial skills, including mental rotation, perspective taking, and penetrative thinking (Mazalek et al, 2010;Chang et al, 2017aChang et al, , 2019. In previous TASC research, head-tracking, hand-tracking, tactile feedback, and a tangible interface were integrated in a custom VR environment that required users to solve spatial puzzles.…”
Section: Tangibles For Augmenting Spatial Cognitionmentioning
confidence: 99%
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“…The game described herein is part of a research program called Tangibles for Augmenting Spatial Cognition (TASC), which aims to develop and study virtual game environments that employ tangible and embodied interaction in the context of solving spatial puzzles. The TASC team has examined various interactive methods for engaging distinct spatial skills, including mental rotation, perspective taking, and penetrative thinking (Mazalek et al, 2010;Chang et al, 2017aChang et al, , 2019. In previous TASC research, head-tracking, hand-tracking, tactile feedback, and a tangible interface were integrated in a custom VR environment that required users to solve spatial puzzles.…”
Section: Tangibles For Augmenting Spatial Cognitionmentioning
confidence: 99%
“…To address this set of challenges, our research group designed and implemented several interactive virtual reality environments, driven by tangible interfaces, that provide rich, embodied experiences for users facing complex spatial challenges (Chang et al, 2017a(Chang et al, , 2018(Chang et al, , 2019. The present paper reports on a study designed to assess the efficacy of a novel game that was designed to focus on a specific spatial ability known as penetrative thinking, which is the ability to visualize and understand the internal structure of a 3D object based on its external form (Kali and Orion, 1996).…”
Section: Introductionmentioning
confidence: 99%
“…Two recent meta-analyses have estimated the effect size atд = 0.55 [6] andr = 0.18-0.26 [60]. Other studies have focused more on the training effects of these commercial games [18,23,33,50,62,63,65,68] or analyzed new games designed specifically for spatial skill training [17,45,79,82].…”
Section: Spatial Skills and Video Game Playmentioning
confidence: 99%
“…As far as we are aware, there exists only a single study that has done this. Quaiser-Pohl et al looked at the relationship between gender, game genre preferences, and spatial skill among secondary school students in Germany (ages [10][11][12][13][14][15][16][17][18][19][20]. In addition to completing a paper test of spatial skill, students rated how frequently they played each of 8 different video game genres.…”
Section: Spatial Skills and Video Game Playmentioning
confidence: 99%
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