Week 4 immersive technologies Flashcards
What are the three types of immersive technologies?
- AR
Users views static digital information or visual elements into the real environment. Ikea furniture app. - MR
User interacts with responsive virtual elements integrated into the real environment. It adds a layer but doesn’t change the real environment. Example: Snapchat filter. - VR
User is immersed in an interactive, digitally generated environment.
What are affordances?
The relationship between a person and a physical or digital object. [Users observe a UI and decide which actions are possible based on their expectations and previous experiences]
What are the 2 technological affordances of immersive media technologies?
- Presence [the perception of ‘being there’ in the interactive environment]
(a) Physical presence
(b) Social presence
(c) Self-presence - Agency [a feeling of generating and controlling actions] in close relation of embodiment
(a) The sense of self-location
(b) The sense of agency
(c) The sense of body ownership
What is the proteus effect?
People act in ways that are consistent with their avatars’ characteristics.
Attractive avatar - social confidence
Skinny avatar - more physical activity
Taller avatar - aggressive
Inventor avatar - creative solutions
We may use the proteus effects to enhance learning motivation by having users embody certain types of avatars.
What are the two benefits of using immersive technologies for learning?
- Could be effective for experiential learning [military training, surgical training]
- Provides opportunities for learning by allowing for the creation of realistic experiences that would be impossible, impractical, or too expensive to perform in the real world.
What are the 4 determinants of presence?
- The extent of sensory information
- The amount of control over the sensors
- The degree to which one can modify the environment
- How realistic it is
What are the 6 affective and cognitive factors that could be influenced by immersive technologies? (CAMIL)
- Self-Efficacy [an individual’s perceived capability for learning or performing actions]
- Self-regulation
- Embodiment [the experience of owning a virtual body]
- Motivation
- Cognitive load
- Interest
What are the 4 types of learning outcomes (CAMIL)
- Factual knowledge [knowledge of terminology and specific details and elements]
- Conceptual knowledge [knowledge of more complex and organized knowledge
- Procedural knowledge [knowledge about how to do something]
- Transfer knowledge [one context impacts another context]
What is spatial presence?
The perception of ‘being there’ in the interactive environment. Users feel as if they are located in and able to interact with objects and people in the virtual generated environment.
What are the pros and cons of employing a within-subject design
for testing learning outcomes?
Pros: It helps to control for the individual differences
Cons: (1) order effects (2) attrition of participants (3) additional logistical difficulties
How can spatial presence bias cognitive processing and persuasion
(HSM)?
Spatial presence might deplete cognitive resources and make users rely on the first heuristic evaluation (positive evaluation made via the sense of spatial presence) when forming attitudes – Bias hypothesis of HSM.
How does presence affect information processing and learning outcomes (LC4MP)?
Orienting responses (i.e., “what is this?”) caused by novel stimuli under the framework of LC4MP and spatial presence can deplete the available cognitive resources and incur negative learning outcomes.
What are the main concepts of Embodiment?
- Self-location
- Agency
- Body ownership
What are the side effects of high presence?
Motion sickness, headache