Does the Education Degree Significantly Affect the Perception of a Virtual Reality Environment?
Öz
Virtual Reality (VR) is a software generated digital environment that is aimed to simulate a realistic
experience by creating a variety of stimuli conditions. While VR existed for more than two decades, it
has dramatically gained the attention of public domain in recent years due to the portability and cost
effectiveness of modern head mounted display (HUD) tools. Currently, the most widely used area of VR
in research is Virtual Reality Exposure Therapy (VRET) which is a method risen from the use of VR to
potentially help people to treat a specific ailment. Over the last two decades, VRET has been established
to be a highly effective way in various areas specifically in helping muscle control of stroke patients,
treating various disorders and phobia problems.
While there are an overwhelming number of researches undertaken in using VR, to this day it is not clear
whether or not the educational degree of users is an impact factor that significantly affects how users
perceive a VR system. Many researchers analysed whether or not there would be noticeable differences
between VRET and traditional cognitive behavioural therapies (such as VIVO). However, what makes a
VR system highly usable or whether or not the educational degree of users significantly impacts the
usability of a VR system is still an unexplored area.
This paper investigates whether or not there is a significant difference in experiencing a VR system
specifically designed to treat acrophobia among people who have a higher education degree compared to
those who do not have one. A VR environment was created using Nielsen’s heuristics to treat potential
subjects that suffer from acrophobia. Having done so, a quasi-experimental study was undertaken in order
to identify whether or not the educational degree of participants significantly impacted their experience
in using the VR system. The findings of the study suggest that the educational degree of participants did
not significantly impact how they perceived the VR environment. In other words, it was found that educational degree of participants is not a significant influence that affect how realistic and immersive
participants found their VR experiences.
Anahtar Kelimeler
Kaynakça
- Ayala, A., Martinez, P., Loredo, A., Rosas, R., & Reyes, P. (2018). Virtual Reality for Social Phobia Treatment. In Smart Technology: First International Conference, MTYMEX 2017, Monterrey, Mexico, May 24-26, 2017, Proceedings (Vol. 213, p. 165). Springer.
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- Aqeel, F. (2018). Using Virtual Reality to Improve Employee Training. Retrieved June 29, 2018, from Training Industry: https://trainingindustry.com/articles/learning-technologies/using-virtual-reality-toimprove-employee-training/
- Babcock, S. (2015). This edtech startup is bringing virtual reality to the classroom. Retrieved June 29, 2018, from Technically: https://technical.ly/baltimore/2015/05/29/alchemy-learning-virtual-realityclassroom-oculus/
- Babich, N. (2018). How Virtual Reality Will Change How We Learn and How We Teach. Retrieved June 29, 2018, from Adobe Blog: https://theblog.adobe.com/virtual-reality-will-change-learn-teach/
- Dascal, J., Reid, M., W IsHak, W., Spiegel, B., Recacho, J., Rosen, B., et al. (2017, February 01). Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials. Retrieved 06 29, 2018, from National Center for Biotechnology Information: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5373791/
- Hentsch, C. (2018). Virtual Reality in Education: How VR can be Beneficial to the Classroom.
- Retrieved June 29, 2018, from Ed Tech Times: https://edtechtimes.com/2018/02/09/virtual-reality-ineducation-how-vr-can-be-beneficial-to-the-classroom/
Ayrıntılar
Birincil Dil
İngilizce
Konular
Türk Halk Bilimi
Bölüm
Araştırma Makalesi
Yayımlanma Tarihi
20 Eylül 2019
Gönderilme Tarihi
10 Ekim 2018
Kabul Tarihi
10 Mart 2019
Yayımlandığı Sayı
Yıl 2019 Cilt: 25 Sayı: 97