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Título
Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century
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
Abstract
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
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