Learning in Affectively Intense Virtual Environments - LITE
Learning in Affectively Intense Virtual Environments - LITE
Learning in Affectively Intense Virtual Environments - LITE
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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