Week 4 - IVR and AR Flashcards

(21 cards)

1
Q

What are the technological affordances of immersive media technologies? > psycological constructs

A

Presence > Immersion, sense of ‘being there’
Agency > Controlibility

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2
Q

What is the proteus effect?

A

People act in a way that is consistent to their avatar

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3
Q

How will Attractive avatars act like?

A

More socialible

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4
Q

How will taller avatars act?

A

More agressive, proactive

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5
Q

What are the affective and cognitive factors and learning outcomes that could be influenced by immersive technologies?

A

Intrest
Motivation
Self-efficiacy
Embodiment
Cognitive load
Self-regulation

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6
Q

How does presence affect information processing and learning outcomes (LC4MP)?

A

Orienting responses (i.e., “what is this?”) caused by novel stimuli in the context of LC4MP and spatial presence can deplete available cognitive resources and produce negative learning outcomes.

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7
Q

How can spatial presence bias cognitive processing and persuasion (HSM)?

A

Spatial presence might deplete the cognitive resources and make users rely on the first heuristic evaluation (positive evaluation made via the sense of
spatial presence) when forming attitudes – Bias hypothesis of HSM

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8
Q

What are the benefits of using immersive technologies for learning?

A
  • Immersive technologies could be effective for experiential learning (e.g., surgical training, military training..)
  • Immersive technologies provide unprecedented opportunities for learning by allowing for the creation of realistic experiences, performing of tasks that would be impossible, impractical, or too expensive to perform in the real world.
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9
Q

What are the pros and cons of employing a within-subject design for testing learning outcomes?

A

It helps to control for differences between people, but there are some problems to consider. For example, people might get used to the experiment or be affected by the order they do things in. Some people might also drop out or there might be other logistical problems to deal with.

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10
Q

On what is immersion based?

A

the number of senses that are activated.

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11
Q

What is the embodiment principle?

A

people will learn more deeply when on screen avatars are more human like.

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12
Q

What are the four types of determinants of presence?

A
  1. Extent of sensory info
  2. control over sensors
  3. how you can modify envoirnment
  4. how realistic it is
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13
Q

What are the learning outcomes predicted by CAMIL?

A
  1. Factual knowledge
  2. Conceptual knowledge
  3. Procedural knowledge > How to do something
  4. transfer of knowledge > Context that impacts another context.
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14
Q

What is spatial presence?

A

a dimention of presence that refers to the users sensation that their body is located in the interactive enviornment.

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15
Q

Why does presence occur?

A

We have knowledge of how the world works and we therefore automaticly accept the stimuli

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16
Q

What are the effects of presence

A

Mood > Enjoyment & Delight
Arousal > High level of presence = high level of arousal
Memory > Improves mediated content
Persuasion > under certain cicumstances
Taks preformance > improvement

17
Q

What are the side effects of high presence?

A

Motion sickness, headaches

18
Q

What is embodiment?

A

Subjective experience of having a body

19
Q

What are the main concepts of embodiment?

A
  1. Self location > where we feel we are > spatial presence
  2. Agency > feeling of being in control
  3. Body ownership > feeling like source of sensation is the avatar.
20
Q

How is it possible that VR groups rememberd more words after a longer period of time?

A

High presence and Embodied interactions

21
Q

How can we implement recall tests in vocab learning?

A

Free recall: Translation
Cued recall: Recognition test