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Real walking in virtual learning environments: Beyond the advantage of naturalness

. Learning in the Synergy of Multiple Disciplines, Proceedings of the EC-TEL 2009, volume 5794 of Lecture Notes in Computer Science, Berlin/Heidelberg, Springer, (October 2009)

Abstract

Many virtual environments use real walking as input for navigation through a virtual information space, because it is the most natural way to navigate (e.g. 2). In this paper we present another advantage for its use in virtual learning environments.We present a within-subjects controlled experiment in the area of document retrieval. It compares two different concepts of navigation through a three dimensional immersive virtual information space. The first concept uses the common mouse and keyboard as input devices for user navigation. The second tracks user position and uses this information to change the virtual view according to real movement. The latter navigation was chosen for two reasons. First its naturalness and second its feature to create proprioception. Our idea is that kinaesthetic memory (resulting from proprioception by memorizing your movements and the position and orientation of the joints of your body) can help users to orientate themselves in three dimensional virtual environments and recall positions they have been before. Besides easier navigation this would result in a better retrieval of previously visited information.For the tracking version the study shows a benefit in accuracy of finding specific content elements at the cost of the time needed. This means kinaesthetic memory improves the users overall capacity of memory. Another result is that people who are inexperienced computer users benefit even more from the use of a tracking system as input device.This finding can serve as a decision support with regard to choose input devices, if you are designing an immersive virtual learning environment. Therefore it can either help to build a base for a new interaction model for learning environments. Or it can broaden the theoretical framework of 1 to include immersive environments.1Chen, C.J., Toh, S.C., & Wan, M.F. (2004). The theoretical framework for designing desktop virtual reality-based learning environments. Journal of Interactive Learning Research., 15(2), 147-167.2Kuan, W. L. & San, C. Y. (2003)Constructivist physics learning in an immersive, multi-user hot air balloon simulation

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