Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games
<jats:title>Abstract</jats:title> <jats:p>A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of...
Main Authors: | , , |
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Format: | Article |
Language: | English |
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MIT Press - Journals
2022
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Online Access: | https://hdl.handle.net/1721.1/144313 |
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author | Uz-Bilgin, Cigdem Thompson, Meredith Klopfer, Eric |
author_facet | Uz-Bilgin, Cigdem Thompson, Meredith Klopfer, Eric |
author_sort | Uz-Bilgin, Cigdem |
collection | MIT |
description | <jats:title>Abstract</jats:title>
<jats:p>A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy. We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants’ spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size; however, there was no significant difference in levels of spatial knowledge between the two groups. Most drawings showed a change in cell knowledge; yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users’ experience of spatial presence, but that increased presence does not directly translate into spatial learning.</jats:p> |
first_indexed | 2024-09-23T14:52:30Z |
format | Article |
id | mit-1721.1/144313 |
institution | Massachusetts Institute of Technology |
language | English |
last_indexed | 2024-09-23T14:52:30Z |
publishDate | 2022 |
publisher | MIT Press - Journals |
record_format | dspace |
spelling | mit-1721.1/1443132022-10-01T23:04:45Z Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games Uz-Bilgin, Cigdem Thompson, Meredith Klopfer, Eric <jats:title>Abstract</jats:title> <jats:p>A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy. We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants’ spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size; however, there was no significant difference in levels of spatial knowledge between the two groups. Most drawings showed a change in cell knowledge; yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users’ experience of spatial presence, but that increased presence does not directly translate into spatial learning.</jats:p> 2022-08-11T16:59:07Z 2022-08-11T16:59:07Z 2022 2022-08-11T15:57:59Z Article http://purl.org/eprint/type/JournalArticle https://hdl.handle.net/1721.1/144313 Uz-Bilgin, Cigdem, Thompson, Meredith and Klopfer, Eric. 2022. "Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games." Presence Teleoperators and Virtual Environments, 28. en 10.1162/PRES_A_00349 Presence Teleoperators and Virtual Environments Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. application/pdf MIT Press - Journals MIT Press |
spellingShingle | Uz-Bilgin, Cigdem Thompson, Meredith Klopfer, Eric Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title | Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title_full | Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title_fullStr | Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title_full_unstemmed | Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title_short | Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games |
title_sort | stereoscopic views improve spatial presence but not spatial learning in vr games |
url | https://hdl.handle.net/1721.1/144313 |
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