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Title: Training in affectively intense virtual environments
Author (s): Hall, Richard H.
Hilgers, Michael Gene
Hortenstine, J. M.
Leu, Ming C.
Reddy, Madhu
Walker, C.P.
Wilfred, L. M.
Department/Lab Affiliations: Business & Information Technology
Center for Technology-Enhanced Learning (CTEL)
Information Science & Technology
Intelligent Systems Center
Laboratory for Information Technology Evaluation - LITE
Mechanical & Aerospace Engineering
Virtual Reality & Rapid Prototyping Lab
Keywords: Autonomic arousal
Intense environment
VR environment
Subject Terms: Virtual reality.
Issue Date: 2004
Publisher: Association for the Advancement of Computing in Education
Citation: Wilfred, L., Hall, R., Hilgers, M., Leu, M., Hortenstine, J., Walker, C., and Reddy, M. (2004). "Training in Affectively Intense Virtual Environments." In G. Richards (Ed.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (pp. 2233-2240). Chesapeake, VA: AACE.
Abstract: The purpose of this research was to examine the impact of affective intensity of a virtual reality (VR) training environment on learning, as demonstrated by performance within a “real life”, affectively intense environment. Participants completed a VR “training” scenario in which they were required to locate victims of a terrorist attack either in an “affectively intense” or “neutral” environment. Participants then attempted to locate the rooms containing the victims within the actual building, the VR environment was modeled on, as they listened to affectively intense audio. The major findings were: 1) Those who trained in the affectively intense environment performed substantially better in the “real” environment; 2) Participants in the two environments did not differ with respect to autonomic arousal or perceived presence; and 3) Those more experienced with computer games reported a higher degree of presence in the virtual environment and performed better in the “real” environment.
Type: Article - Conference proceedings
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titleTraining in affectively intense virtual environments
contributor.authorHall, Richard H.
contributor.authorHilgers, Michael Gene
contributor.authorHortenstine, J. M.
contributor.authorLeu, Ming C.
contributor.authorReddy, Madhu
contributor.authorWalker, C.P.
contributor.authorWilfred, L. M.
contributor.deptlabBusiness & Information Technology
contributor.deptlabCenter for Technology-Enhanced Learning (CTEL)
contributor.deptlabInformation Science & Technology
contributor.deptlabIntelligent Systems Center
contributor.deptlabLaboratory for Information Technology Evaluation - LITE
contributor.deptlabMechanical & Aerospace Engineering
contributor.deptlabVirtual Reality & Rapid Prototyping Lab
subjectAutonomic arousal
subjectIntense environment
subjectVR environment
subject.LCSHVirtual reality.
date.issued2004
publisherAssociation for the Advancement of Computing in Education
identifier.URI
http://scholarsmine.mst.edu/post_prints/TraininginAffectivelyIntenseVirtualEnvi_09007dcc804f5a73.html
identifier.URI
http://www.editlib.org/index.cfm?fuseaction=Reader.ViewAbstract&paper_id=11216
identifier.citationWilfred, L., Hall, R., Hilgers, M., Leu, M., Hortenstine, J., Walker, C., and Reddy, M. (2004). "Training in Affectively Intense Virtual Environments." In G. Richards (Ed.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (pp. 2233-2240). Chesapeake, VA: AACE.
description.abstractThe purpose of this research was to examine the impact of affective intensity of a virtual reality (VR) training environment on learning, as demonstrated by performance within a “real life”, affectively intense environment. Participants completed a VR “training” scenario in which they were required to locate victims of a terrorist attack either in an “affectively intense” or “neutral” environment. Participants then attempted to locate the rooms containing the victims within the actual building, the VR environment was modeled on, as they listened to affectively intense audio. The major findings were: 1) Those who trained in the affectively intense environment performed substantially better in the “real” environment; 2) Participants in the two environments did not differ with respect to autonomic arousal or perceived presence; and 3) Those more experienced with computer games reported a higher degree of presence in the virtual environment and performed better in the “real” environment.
typeArticle - Conference proceedings
type.DCMITypetext
type.statusPostprint
rightsThis material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.
rights.URI
http://www.aace.org/conf/copyright.htm
date.accessioned2007-04-11T17:00:48Z
date.available2007-04-11T17:00:48Z
identifier.persist.URI
http://scholarsmine.mst.edu/post_prints/TraininginAffectivelyIntenseVirtualEnvi_09007dcc804f5a73.html