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Learning in Affectively Intense Virtual Environments - LITE

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11<br />

Abel<strong>in</strong>, Heldal, Schroeder, & Widestrom, 2000; Schuemie, Vanderstratten, Krijn, &<br />

Vandermast, 2001; Welch, Blackmon, Lie, Mellers, & Start, 1996).<br />

Presence has also been related to an <strong>in</strong>dividual difference measure <strong>in</strong> the form of<br />

“immersive tendencies” (Witmer & S<strong>in</strong>ger, 1998). Witmer and S<strong>in</strong>ger’s immersive<br />

tendency measure consists of 3 sub scales - Involvement, Focus, and Games - and have<br />

been found to be significantly related to presence (Witmer & S<strong>in</strong>ger, 1998). Involvement<br />

denotes the tendency to become <strong>in</strong>volved <strong>in</strong> activities. Focus is the sub scale that<br />

represents the tendency to ma<strong>in</strong>ta<strong>in</strong> focus on current activities. Sub scale Games is the<br />

sub scale that relates to the tendency to play video games.<br />

Although presence is traditionally assessed via self report, researchers have also<br />

explored physiological measures of autonomic nervous system responses with respect to<br />

presence. For example, Meehan and Insko propose that a virtual environment can be<br />

viewed as “realistic” if it evokes a physiological response, which is, comparable to that<br />

evoked <strong>in</strong> the real world for a real life experience (Meehan, Insko, Whitton, & Brooks,<br />

2002). They conducted an experiment with consisted of 2 rooms <strong>in</strong> which a user is<br />

supposed to pick up books and deposit them <strong>in</strong> a particular location <strong>in</strong> the other room,<br />

which is at a virtual 20 feet drop. The environment is thus created to evoke a reaction of<br />

fear <strong>in</strong> the user. Presence, heart rate change and sk<strong>in</strong> conductance change were measured<br />

dur<strong>in</strong>g the experiment. The study concluded that multiple exposures to the environment<br />

reduced the presence score. The use of passive haptics (<strong>in</strong> this case, a ledge where the<br />

toes cannot touch the floor below to simulate the feel<strong>in</strong>g of be<strong>in</strong>g on the edge of the<br />

room) tended to <strong>in</strong>crease the presence score. Presence was measured by the use of the<br />

questionnaire developed by Slater (Usoh, Catena, Arman, & Slater, 2000). The study<br />

found a positive correlation between the presence score and the change <strong>in</strong> sk<strong>in</strong><br />

conductance among other autonomic nervous system measures (Meehan et al., 2002).<br />

1.7. PILOT EXPERIMENT: VIRTUAL TERRORIST ATTACK ON THE<br />

COMPUTER SCIENCE BUILDING<br />

For our research on affectively <strong>in</strong>tense learn<strong>in</strong>g, a research model and<br />

methodology was developed to systematically exam<strong>in</strong>e factors that will lead to effective,<br />

affectively <strong>in</strong>tense learn<strong>in</strong>g. The ma<strong>in</strong> goal was to exam<strong>in</strong>e what leads to most effective<br />

learn<strong>in</strong>g <strong>in</strong> affectively <strong>in</strong>tense environments. This model is based on us<strong>in</strong>g a first

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