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Learning in Affectively Intense Virtual Environments - LITE

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13<br />

An experimental environment was developed, based on a virtual model of the<br />

University of Missouri – Rolla’s Computer science build<strong>in</strong>g, add<strong>in</strong>g special affectively<br />

<strong>in</strong>tense effects that might be associated with a terrorist attack. The environment was<br />

meant to serve as the foundation environment for a research program on affectively<br />

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

The environment was a “modification (mod)” created us<strong>in</strong>g the game eng<strong>in</strong>e<br />

Half-Life© <strong>in</strong> accordance with their licens<strong>in</strong>g agreement. The environment consists of a 3<br />

floor build<strong>in</strong>g, which <strong>in</strong>cludes classrooms, offices, computer labs with appropriate<br />

furniture and textures to match the actual computer science build<strong>in</strong>g at the University of<br />

Missouri – Rolla. <strong>Affectively</strong> <strong>in</strong>tense effects were added such as random fires and<br />

explosions which would be triggered <strong>in</strong> the general vic<strong>in</strong>ity of the avatar controlled by<br />

the user. The build<strong>in</strong>g <strong>in</strong>cluded fire ext<strong>in</strong>guishers located at each end of the floor. The<br />

objective of the user was to locate the fire ext<strong>in</strong>guishers and put out the fires and trigger<br />

fire alarms located around the build<strong>in</strong>g. There was limited foam <strong>in</strong> the fire ext<strong>in</strong>guishers<br />

and the user would “die” if he/she stood close to the fire for too long. “Death” was<br />

signified by a 30 second idle time when the user’s control over the avatar was<br />

immobilized. Another feature was that the lights <strong>in</strong> the various rooms could be toggled<br />

between on and off.<br />

This environment had the potential to be affectively <strong>in</strong>tense with random fires<br />

explosions and the capability of pos<strong>in</strong>g “danger” to the user and constra<strong>in</strong>ts on the<br />

equipment used to combat the situation. The Half-Life© game eng<strong>in</strong>e allowed for easy<br />

modification of the virtual reality components.<br />

1.7.2. Pilot Research Goals. In order to evaluate the research methodology<br />

and tools, an exploratory experiment was carried out with 5 participants. The ma<strong>in</strong> goals<br />

of the experiment were: a) to determ<strong>in</strong>e the measures of perceived affective <strong>in</strong>tensity<br />

correspond<strong>in</strong>g to the affectively <strong>in</strong>tense events <strong>in</strong> the environment, through quantitative<br />

comparisons of GSR response. b) to determ<strong>in</strong>e the degree of presence experienced <strong>in</strong> the<br />

environment through survey tools, qualitative observation and participants’ self report;<br />

and c) to identify methodological problems and/or other issues <strong>in</strong>volv<strong>in</strong>g the efficacy of<br />

the research environment, via collection of qualitative data.

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