Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training

Despite significant and rapid technology improvements, educators have frequently failed to make use of the new opportunities to create more authentic learning scenarios. Virtual worlds offer an attractive proposition to create 3D representations of real business environments to provide an authentic...

Full description

Bibliographic Details
Main Authors: Reiners, Torsten, Wood, L., Gregory, S.
Other Authors: B Hegarty
Format: Conference Paper
Published: Otago Polythecnic 2014
Subjects:
Online Access:https://app.box.com/s/016cdyv8dq1pp0yhp1vw#/s/016cdyv8dq1pp0yhp1vw/2/2704865198/23032569800/1?&_suid=1419299757775013498089491340942
http://hdl.handle.net/20.500.11937/2778
_version_ 1848744045645398016
author Reiners, Torsten
Wood, L.
Gregory, S.
author2 B Hegarty
author_facet B Hegarty
Reiners, Torsten
Wood, L.
Gregory, S.
author_sort Reiners, Torsten
building Curtin Institutional Repository
collection Online Access
description Despite significant and rapid technology improvements, educators have frequently failed to make use of the new opportunities to create more authentic learning scenarios. Virtual worlds offer an attractive proposition to create 3D representations of real business environments to provide an authentic learning activity for higher education students to take part in. However, the controls and displays are still clunky and unnatural, reducing the opportunity for students to immerse themselves in the event and focus on experiential learning. To overcome this challenge we examine the role of using a headset display that allows the user to change perspective with a flick of the head, improving their ability to ‘feel’ part of the environment, and thus increase their immersion in the activities that they are engaged in through more realistic control and improved perspective in the virtual environment. A series of experiments are conducted comparing the technology to established technologies and the level of control exerted by the learner (e.g., they either ‘control’ or they ‘passively observe’ as someone else controls). These experiments provide evidence that consumer-technology can improve immersion and equip educators with an affordable instrument to present classes that learners ‘take more seriously’.
first_indexed 2025-11-14T05:55:13Z
format Conference Paper
id curtin-20.500.11937-2778
institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T05:55:13Z
publishDate 2014
publisher Otago Polythecnic
recordtype eprints
repository_type Digital Repository
spelling curtin-20.500.11937-27782023-02-13T08:01:36Z Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training Reiners, Torsten Wood, L. Gregory, S. B Hegarty J McDonald S.-K. Locke Gartner’s Hype Cycle Second Life virtual worlds Despite significant and rapid technology improvements, educators have frequently failed to make use of the new opportunities to create more authentic learning scenarios. Virtual worlds offer an attractive proposition to create 3D representations of real business environments to provide an authentic learning activity for higher education students to take part in. However, the controls and displays are still clunky and unnatural, reducing the opportunity for students to immerse themselves in the event and focus on experiential learning. To overcome this challenge we examine the role of using a headset display that allows the user to change perspective with a flick of the head, improving their ability to ‘feel’ part of the environment, and thus increase their immersion in the activities that they are engaged in through more realistic control and improved perspective in the virtual environment. A series of experiments are conducted comparing the technology to established technologies and the level of control exerted by the learner (e.g., they either ‘control’ or they ‘passively observe’ as someone else controls). These experiments provide evidence that consumer-technology can improve immersion and equip educators with an affordable instrument to present classes that learners ‘take more seriously’. 2014 Conference Paper http://hdl.handle.net/20.500.11937/2778 https://app.box.com/s/016cdyv8dq1pp0yhp1vw#/s/016cdyv8dq1pp0yhp1vw/2/2704865198/23032569800/1?&_suid=1419299757775013498089491340942 Otago Polythecnic fulltext
spellingShingle Gartner’s Hype Cycle
Second Life
virtual worlds
Reiners, Torsten
Wood, L.
Gregory, S.
Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title_full Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title_fullStr Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title_full_unstemmed Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title_short Experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
title_sort experimental study on consumer-technology supported authentic immersion in virtual environments for education and vocational training
topic Gartner’s Hype Cycle
Second Life
virtual worlds
url https://app.box.com/s/016cdyv8dq1pp0yhp1vw#/s/016cdyv8dq1pp0yhp1vw/2/2704865198/23032569800/1?&_suid=1419299757775013498089491340942
http://hdl.handle.net/20.500.11937/2778