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Learning in Affectively Intense Virtual Environments - LITE

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1. INTRODUCTION<br />

1.1. OVERVIEW<br />

With the support of the U.S. Army’s Tank-automotive and Armaments Command<br />

(TACOM, grant # DAAE07-02-C-L068), a virtual reality system is be<strong>in</strong>g developed by<br />

the University of Missouri-Rolla (UMR) to help tra<strong>in</strong> first responders <strong>in</strong> deal<strong>in</strong>g with<br />

terrorist attacks <strong>in</strong>volv<strong>in</strong>g the use of weapons of mass destruction. The participat<strong>in</strong>g<br />

factions at UMR are <strong>Virtual</strong> and Rapid Prototyp<strong>in</strong>g Laboratory (VRPL), which provides<br />

hardware and <strong>in</strong>frastructure support, the <strong>Virtual</strong> Environment and Object Model<strong>in</strong>g<br />

(VENOM) lab, which provide software and system <strong>in</strong>tegration facilities and the<br />

Laboratory for Information Technology Evaluation (<strong>LITE</strong>), whose role is to evaluate the<br />

impact of the system on learners. An important evolv<strong>in</strong>g component of this project is a<br />

focused and systematic exam<strong>in</strong>ation of the basic factors that account for learn<strong>in</strong>g with<strong>in</strong><br />

affectively <strong>in</strong>tense learn<strong>in</strong>g environments.<br />

The purpose of this research is to exam<strong>in</strong>e basic psychological and physiological<br />

processes associated with virtual reality based tra<strong>in</strong><strong>in</strong>g for learn<strong>in</strong>g <strong>in</strong> affectively <strong>in</strong>tense<br />

environments. <strong>Affectively</strong> <strong>in</strong>tense learn<strong>in</strong>g refers to learn<strong>in</strong>g <strong>in</strong> which the task to be<br />

learned is to be performed <strong>in</strong> a highly stressful, emotionally <strong>in</strong>tense environment (such as<br />

first responders to weapons of mass destruction) (Hall et al., 2004). There is very little<br />

research on the factors that contribute to effective learn<strong>in</strong>g <strong>in</strong> these types of<br />

environments. The ma<strong>in</strong> goal of this research was to exam<strong>in</strong>e the optimal degree of<br />

affective <strong>in</strong>tensity with<strong>in</strong> the virtual environment that lead to the most effective learn<strong>in</strong>g<br />

<strong>in</strong> a “real world” affectively <strong>in</strong>tense performance environment. The research used a first<br />

responder scenario for tra<strong>in</strong><strong>in</strong>g and test<strong>in</strong>g. An experimental environment was developed,<br />

based on a virtual model of the University of Missouri – Rolla’s Computer science<br />

build<strong>in</strong>g, add<strong>in</strong>g special affectively <strong>in</strong>tense effects that would be associated with a<br />

terrorist attack to facilitate this research. Both the scenario and experimental environment<br />

are described <strong>in</strong> more detail below.

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