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Designing a Desktop Virtual Reality-based Learning Environment with Emotional Consideration Kee-Man Chuah Chwen-Jen Chen  Chee-SiongTeh Faculty of Cognitive Sciences and Human Development Universiti Malaysia Sarawak www.unimas.my
Background VR for educational purposes Compatible  with constructivist principles supports experiential learning supports active learning allows learners to gain more control (Dickey, 2007; Hamada, 2008). Many variants of VR - Desktop-based VR is preferred in education - cost-effectiveness. VR is not instructional, but simply a technology.
Background Studies of VR Capabilities in  Instructional Settings ,[object Object]
E.g. degree of presence and cognitive load.
Emotional aspects are neglected (Mahoney, 2007 ; Martinez, 2001),[object Object],[object Object]
Empirical studies - positive emotions have a crucial effect on diverse cognitive processes such as information processing and problem solving (Fredickson 1998, Isen& Reeve, 2005,Park & Lim, 2007),[object Object]
ID models addressing emotions in instructions:
FEASP(fear, envy, anger, sympathy and pleasure) by Astleitner (2000)
ECOLE (Emotional and Cognitive Aspects of Learning ) Approach by Glaser-Zikuda et al., (2005). ,[object Object]
user’s emotional responses on immersive virtual environments (Dillon  & LaBar, 2005; Popovici & Marhan, 2008),[object Object]
The Study Kansei Engineering ,[object Object]
Originally for product/industrial design, which translate customers’ emotions to design solutions and concrete design parameters.
Community design (Schütte, 2004), Website design (Anitawati & Nor Laila, 2006), clothing design (Minagawa, 1999; Nazlina Shaari, 2003).,[object Object]
Methodology Design and Development of  VR-based Learning Environment ViSTREET is used as a case Instructional Design - VRID Model (Chen, Toh & Wan, 2004)
Virtual Simulated Traffics for Road Safety Education (ViSTREET)
Methodology Kansei Evaluation Synthesized KE Framework
Methodology Kansei Evaluation Selection of Kansei Words     Collected from pertinent literature (Astleitner, 2000; Cornelius, 1996; Kort et al., 2001) Determining/Selecting Design Elements
Methodology Material and Instrument ,[object Object],   (Coded A01-A10).  ,[object Object],[object Object]
Sample specimens
Methodology Sample ,[object Object]
Computer-literate
No visual or auditory disabilities,[object Object]
Navigational training
The 10 specimens were presented one by one to all participants on each of their computer screen
They were given a maximum of 10 minutes to explore each specimen, 3 minutes to rate their feelings.,[object Object]
Results & Discussions Kansei Semantic Space Contribution ratio:
Results & Discussions Relationship between Design Element and Emotion Factor 1  Confident, curious, motivated, safe and satisfied Factor 2 Appealing, enjoyable, fun, interesting and lively
Results & Discussions the principles as proposed by Mayer (2002) directly affect the look and feel of the VR-based learning environment’s interface. consider a virtual environment as attractive if the image quality is high and vice versa (Villanueva et al., 2004)

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Designing a Desktop Virtual Reality-based Learning Environment with Emotional Consideration - ICCE2010

  • 1. Designing a Desktop Virtual Reality-based Learning Environment with Emotional Consideration Kee-Man Chuah Chwen-Jen Chen Chee-SiongTeh Faculty of Cognitive Sciences and Human Development Universiti Malaysia Sarawak www.unimas.my
  • 2. Background VR for educational purposes Compatible with constructivist principles supports experiential learning supports active learning allows learners to gain more control (Dickey, 2007; Hamada, 2008). Many variants of VR - Desktop-based VR is preferred in education - cost-effectiveness. VR is not instructional, but simply a technology.
  • 3.
  • 4. E.g. degree of presence and cognitive load.
  • 5.
  • 6.
  • 7. ID models addressing emotions in instructions:
  • 8. FEASP(fear, envy, anger, sympathy and pleasure) by Astleitner (2000)
  • 9.
  • 10.
  • 11.
  • 12. Originally for product/industrial design, which translate customers’ emotions to design solutions and concrete design parameters.
  • 13.
  • 14. Methodology Design and Development of VR-based Learning Environment ViSTREET is used as a case Instructional Design - VRID Model (Chen, Toh & Wan, 2004)
  • 15. Virtual Simulated Traffics for Road Safety Education (ViSTREET)
  • 16. Methodology Kansei Evaluation Synthesized KE Framework
  • 17. Methodology Kansei Evaluation Selection of Kansei Words Collected from pertinent literature (Astleitner, 2000; Cornelius, 1996; Kort et al., 2001) Determining/Selecting Design Elements
  • 18.
  • 20.
  • 22.
  • 24. The 10 specimens were presented one by one to all participants on each of their computer screen
  • 25.
  • 26. Results & Discussions Kansei Semantic Space Contribution ratio:
  • 27. Results & Discussions Relationship between Design Element and Emotion Factor 1 Confident, curious, motivated, safe and satisfied Factor 2 Appealing, enjoyable, fun, interesting and lively
  • 28. Results & Discussions the principles as proposed by Mayer (2002) directly affect the look and feel of the VR-based learning environment’s interface. consider a virtual environment as attractive if the image quality is high and vice versa (Villanueva et al., 2004)
  • 29.
  • 30.
  • 31. Conclusion Important design elements that influence a specific emotion is revealed assist designers of desktop VR-based learning environment to decide what should and should not be emphasised.
  • 32. Future Works a comparison of more than one VR-based learning environment comparative analysis on the identification of emotions. inclusion of individual differences (integrate the use of qualitative methods )

Editor's Notes

  1. Control during experiment