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<dc:title>Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century</dc:title>
<dc:creator>Checa Cruz, David</dc:creator>
<dc:creator>Bustillo Iglesias, Andrés</dc:creator>
<dc:subject>Virtual reality</dc:subject>
<dc:subject>Learning</dc:subject>
<dc:subject>Immersive environments</dc:subject>
<dc:subject>Active learning</dc:subject>
<dc:subject>Presence</dc:subject>
<dc:subject>Game engine</dc:subject>
<dc:subject>Cultural heritage</dc:subject>
<dc:subject>Oculus Rift</dc:subject>
<dcterms:abstract>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.</dcterms:abstract>
<dcterms:dateAccepted>2024-01-16T12:58:06Z</dcterms:dateAccepted>
<dcterms:available>2024-01-16T12:58:06Z</dcterms:available>
<dcterms:created>2024-01-16T12:58:06Z</dcterms:created>
<dcterms:issued>2019-07</dcterms:issued>
<dc:type>info:eu-repo/semantics/article</dc:type>
<dc:identifier>1359-4338</dc:identifier>
<dc:identifier>http://hdl.handle.net/10259/8353</dc:identifier>
<dc:identifier>10.1007/s10055-019-00389-7</dc:identifier>
<dc:identifier>1434-9957</dc:identifier>
<dc:language>eng</dc:language>
<dc:relation>Virtual Reality. 2019, V. 24, n. 1, p. 151-161</dc:relation>
<dc:relation>https://doi.org/10.1007/s10055-019-00389-7</dc:relation>
<dc:rights>info:eu-repo/semantics/openAccess</dc:rights>
<dc:publisher>Springer Nature</dc:publisher>
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