2021
DOI: 10.1080/21650349.2021.1929500
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Virtual Reality design-build-test games with physics simulation: opportunities for researching design cognition

Abstract: Increasing the range of methods available for researching design cognition provides new opportunities for studying the phenomena of interest. Here we propose an approach for observing design activities, using Virtual Reality (VR) design-build-test games with built-in physics simulation. To illustrate this, we report on two exploratory design workshops where two groups of participants worked to solve a technical design problem using such a platform. Participants were asked to sketch ideas to solve the problem, … Show more

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Cited by 23 publications
(13 citation statements)
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References 178 publications
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“…Una alternativa para sustituir las aplicaciones de videoconferencia es el uso de la realidad virtual basada en web (WebVR) (Videva et al, 2019), ya que es una tecnología atractiva visualmente, que genera la sensación de inmersión y realismo (Neroni et al, 2021), es sencilla de utilizar y eficiente para desarrollar el aprendizaje (Radianti et al, 2020). Una de las ventajas de la WebVR es que permite interactuar con espacios simulados sin tener que utilizar dispositivos como lentes o cardboards (Vorobyeva et al, 2017), que podrían representar un gasto para la institución educativa o los estudiantes.…”
Section: Experiencias Educativas De Pensamiento Computacional Mediada...unclassified
“…Una alternativa para sustituir las aplicaciones de videoconferencia es el uso de la realidad virtual basada en web (WebVR) (Videva et al, 2019), ya que es una tecnología atractiva visualmente, que genera la sensación de inmersión y realismo (Neroni et al, 2021), es sencilla de utilizar y eficiente para desarrollar el aprendizaje (Radianti et al, 2020). Una de las ventajas de la WebVR es que permite interactuar con espacios simulados sin tener que utilizar dispositivos como lentes o cardboards (Vorobyeva et al, 2017), que podrían representar un gasto para la institución educativa o los estudiantes.…”
Section: Experiencias Educativas De Pensamiento Computacional Mediada...unclassified
“…The authors who had no relation to other authors on the topic of VR in physics are S. Chen, M. Neroni, A. Oti, N. Crilly, J.E. Debs, H. Wang, and H. Zhao, which discusses the use of virtual reality for physics learning, including experiment and simulation in teaching (Chen, 2012;Zhao, 2014;Wang, 2018;Debs, 2021;Neroni, Oti, & Crilly, 2021).…”
Section: Bibliometric Analysis Based On Text Datamentioning
confidence: 99%
“…Coaches' athletes have limited opportunities to develop decision-making in training and competitions. When this situation is evaluated, it is generally used to improve decision-making and technical skills after the exercises to be performed with virtual reality technology in training (Dowsett et al, 2022;Kittel et al, 2019;Neroni et al, 2021;Thatcher et al, 2020). When the use of virtual reality technology is examined in the field of football and especially in the long-term development of athletes in child football players, the child football players between the ages of 12-13 in our study are in the age range of training for training (Balyi et al, 2013;García-Angulo et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality technology is a system that enables individuals to perceive a virtual environment in a real-like way by using their senses or to experience events as if they are reliving them (Emmelkamp & Meyerbröker, 2021;Thatcher et al, 2020). Virtual reality technology is used in many fields such as physical therapy and rehabilitation, military field education, examination of space sciences, and design (Gasco et al, 2014;Jorgensen et al, 2022;Jotwani et al, 2021;Neroni et al, 2021). In addition, the use of virtual reality technology has increased significantly in recent years, including many team sports or individual sports.…”
Section: Introductionmentioning
confidence: 99%