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Effects of Travel Technique on Cognition in Virtual Environments
Type of publication: Inproceedings
Citation: Zanbaka:2004fk
Booktitle: Proceedings of IEEE Virtual Reality (IEEE VR 2004), Chicago, IL, USA
Year: 2004
Month: March 27--31
Pages: 149--156
Publisher: IEEE Computer Society
Address: Washington, D.C., USA
DOI: 10.1109/vr.2004.37
Abstract: We compared four different methods of travel in an immersive virtual environment and their effect on cognition using a between-subjects experimental design. The task was to answer a set of questions based on Crook's condensation of Bloom's taxonomy to assess the participants' cognition of a virtual room with respect to knowledge, understanding and application, and higher mental processes. Participants were also asked to draw a sketch map of the testing virtual environment and the objects within it. Users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. Our results suggest that for applications where problem solving and interpretation of material is important, or where opportunity to train is minimal, then having a large tracked space so that the participant can physically walk around the virtual environment provides benefits over common virtual travel techniques.
Userfields: bdsk-url-1={http://dx.doi.org/10.1109/VR.2004.37}, date-added={2012-09-23 10:50:23 +0200}, date-modified={2012-09-23 10:50:23 +0200}, project={fremdliteratur},
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Authors Zanbaka, Catherine
Lok, Benjamin
Babu, Sabarish
Ziao, Dan
Ulinski, Amy
Hodges, Larry F.
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