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    Por favor, use este identificador para citar o enlazar este ítem: http://hdl.handle.net/10259/8353

    Título
    Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century
    Autor
    Checa Cruz, DavidAutoridad UBU Orcid
    Bustillo Iglesias, AndrésAutoridad UBU Orcid
    Publicado en
    Virtual Reality. 2019, V. 24, n. 1, p. 151-161
    Editorial
    Springer Nature
    Fecha de publicación
    2019-07
    ISSN
    1359-4338
    DOI
    10.1007/s10055-019-00389-7
    Résumé
    Two teaching methodologies are presented and compared in this study: on the one hand, semi-guided tours in immersive virtual reality and, on the other, viewing video renderings of 3D environments. The two techniques are contrasted through 3D modeling of a ffteenth-century Spanish town called Briviesca, in an immersive environment, viewed with Oculus Rift. The suitability of virtual reality for teaching is assessed through questions on historical knowledge and urban layout. The understanding of the undergraduate students is evaluated, through questionnaires, after the viewing sessions. The responses of the students underline the efectiveness of the two methodologies: Video screenings received higher scores for historical ideas and the virtual tour was the most efective method at conveying knowledge learnt while viewing. Additionally, two user movements for controlling the virtual reality environment were tested: (1) gamepad locomotion and (2) roomscale movements combined with teleporting. The clear advantage of the second option was the total lack of motion sickness efects. However, the natural tendency using teleporting was to move very quickly through the city areas with no singular buildings and to spend more time in front of these types of buildings. They therefore missed visual information related to the frst areas while retaining more information related to those buildings. Finally, the spatial location of singular buildings was clearly better acquired with the virtual tour.
    Palabras clave
    Virtual reality
    Learning
    Immersive environments
    Active learning
    Presence
    Game engine
    Cultural heritage
    Oculus Rift
    Materia
    Informática
    Computer science
    Tecnología
    Technology
    Educación
    Education
    Juegos
    Games
    URI
    http://hdl.handle.net/10259/8353
    Versión del editor
    https://doi.org/10.1007/s10055-019-00389-7
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    Nombre:
    Checa-vr_2019.pdf
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