<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-22T12:46:00Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/8353" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/8353</identifier><datestamp>2024-05-15T07:43:44Z</datestamp><setSpec>com_10259_4219</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>col_10259_4220</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<subfield code="a">Checa Cruz, David</subfield>
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<subfield code="a">Bustillo Iglesias, Andrés</subfield>
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<subfield code="c">2019-07</subfield>
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<subfield code="a">Two teaching methodologies are presented and compared in this study: on the one hand, semi-guided tours in immersive&#xd;
virtual reality and, on the other, viewing video renderings of 3D environments. The two techniques are contrasted through&#xd;
3D modeling of a ffteenth-century Spanish town called Briviesca, in an immersive environment, viewed with Oculus Rift.&#xd;
The suitability of virtual reality for teaching is assessed through questions on historical knowledge and urban layout. The&#xd;
understanding of the undergraduate students is evaluated, through questionnaires, after the viewing sessions. The responses&#xd;
of the students underline the efectiveness of the two methodologies: Video screenings received higher scores for historical&#xd;
ideas and the virtual tour was the most efective method at conveying knowledge learnt while viewing. Additionally, two user&#xd;
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.&#xd;
However, the natural tendency using teleporting was to move very quickly through the city areas with no singular buildings&#xd;
and to spend more time in front of these types of buildings. They therefore missed visual information related to the frst areas&#xd;
while retaining more information related to those buildings. Finally, the spatial location of singular buildings was clearly&#xd;
better acquired with the virtual tour.</subfield>
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<subfield code="a">1359-4338</subfield>
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<subfield code="a">http://hdl.handle.net/10259/8353</subfield>
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<subfield code="a">10.1007/s10055-019-00389-7</subfield>
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<datafield tag="024" ind2=" " ind1="8">
<subfield code="a">1434-9957</subfield>
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<datafield ind1=" " ind2=" " tag="653">
<subfield code="a">Virtual reality</subfield>
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<subfield code="a">Learning</subfield>
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<subfield code="a">Immersive environments</subfield>
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<subfield code="a">Active learning</subfield>
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<subfield code="a">Presence</subfield>
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<subfield code="a">Game engine</subfield>
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<subfield code="a">Cultural heritage</subfield>
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<subfield code="a">Oculus Rift</subfield>
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<subfield code="a">Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century</subfield>
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