Matching Items (3)
153305-Thumbnail Image.png
Description
This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and

This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA.

The main effects of shader fidelity and polygon fidelity were both non- significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
ContributorsHorton, Scott (Author) / Nelson, Brian (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2014
132002-Thumbnail Image.png
Description
Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied

Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied STEM VR games. The current study investigates how presence impacts learning gains in four conditions. This study evaluated 122 participants’ subjective experiences of presence via an experimenter-designed Presence Scale after playing an educational STEM VR game. ANOVAs were conducted to evaluate differences in learning gains by condition and to also ascertain how presence was affected by cognitive load. Results revealed that presence did not impact learning gains, although high embodiment and high immersion significantly predicted presence. These findings contribute to understanding the effects of embodiment on VR educational games, and how to design for VR user-ability.
ContributorsKalina, Elena Aleksandra (Author) / Johnson-Glenberg, Mina C. (Thesis director) / Presson, Clark (Committee member) / McClure, Sammuel (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
Description
As an artist, I set out to creatively answer three important questions that were discovered in a variety of ways over the course of my academic career. They all had one thing in common, the awareness and wonder around how impactful presence is. But what is presence? Merriam-Webster Dictionary defined

As an artist, I set out to creatively answer three important questions that were discovered in a variety of ways over the course of my academic career. They all had one thing in common, the awareness and wonder around how impactful presence is. But what is presence? Merriam-Webster Dictionary defined presence as, “The state or fact of existing, occurring, or being present in a place or thing.” And, “A person or thing that exists or is present in a place but is not seen. (Presence) After a tangible experience with loss, grief, disappointment, and extenuating life circumstances for many cast members involved in this seven-month movement research project, the internal battle for physical, mental, and emotional presence began to be a daily pursuit. The originally produced work, Presence-The Walk, takes a look into the unpopular practice of being still in an ever-moving society, as well as what the process of healing can look like for an individual. Videographer and MFA candidate Lawrence Fung was a large collaborator on the final product of this work. After having to adapt several different versions of the final product due to cast changes, opportunities for public performance, and the COVID-19 pandemic, dancer, mover, and artist Victoria Ward shares her experience and research exploring the constant pursuit of presence and what it looked like to present professional work given an even shorter timeline. Interdisciplinary collaboration with photographers, artists, and spoken word was also a key aspect of this work alongside the research completed by her cast of seven dancers.
ContributorsWard, Victoria Marie (Author) / Conder, Carley (Thesis director) / Meredith, Shauna (Committee member) / Rosenkrans, Angela (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05