Título: | VR TO UNDERSTAND: AN ANALYSIS OF IMMERSIVE EXPERIENCES IN VIRTUAL REALITY AND THEIR IMPACT IN THE UNDERSTANDING OF COMPLEX INFORMATION | ||||||||||||
Autor: |
RONNIE PASKIN |
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Colaborador(es): |
REJANE SPITZ - Orientador |
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Catalogação: | 02/JAN/2024 | Língua(s): | PORTUGUESE - BRAZIL |
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Tipo: | TEXT | Subtipo: | THESIS | ||||||||||
Notas: |
[pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio. [en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio. |
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Referência(s): |
[pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=65767&idi=1 [en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/ETDs/consultas/conteudo.php?strSecao=resultado&nrSeq=65767&idi=2 |
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DOI: | https://doi.org/10.17771/PUCRio.acad.65767 | ||||||||||||
Resumo: | |||||||||||||
Virtual Reality is a technology that can alter a user s perception and
transport them into a technology-mediated environment created by the designer of that virtual experience. This research examines the design of immersive Virtual Reality experiences that aim to inform or educate participants
about complex topics. To do so, we use UX and educational taxonomies as a
basis for categorizing the experiences. The selection of publications for analysis
was made from a massive base of published works on virtual reality. An original methodology was used, created for this research and detailed throughout,
based on computational data science techniques to classify the results, facilitating the selection and minimizing biases. At the end of this iterative process,
the chosen works were analyzed in terms of learning, engagement, and their
specific UX and educational characteristics. Such analysis indicates that the
educational potential of Virtual Reality is significant and applicable in a variety of areas, and that it is possible to create engaging experiences with relative
ease. However, the educational effectiveness of the experience is more complex
to achieve. We explore suggestions that may have the potential to achieve this
outcome, such as: more focus on instructional design; more collaboration; more
instructor participation; more interactions that allow for creative activities, as
well as more creative ways of presenting information. These suggestions and
recommendations can help designers of Virtual Reality experiences (or other
types of technology-mediated realities) to provide or explore the potential for
experiences that may prove more effective in achieving the goals of educating
or informing about complex topics.
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