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Visual Affective Design Factors for Learning in Virtual Reality
Visual Affective Design Factors for Learning in Virtual Reality
Visual Affective Design Factors for Learning in Virtual Reality

상세정보

자료유형  
 학위논문 서양
최종처리일시  
20250211152651
ISBN  
9798384435235
DDC  
370
저자명  
Hovey, Chris.
서명/저자  
Visual Affective Design Factors for Learning in Virtual Reality
발행사항  
[Sl] : New York University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
125 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-03, Section: A.
주기사항  
Advisor: Plass, Jan L.
학위논문주기  
Thesis (Ph.D.)--New York University, 2024.
초록/해제  
요약This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay outcomes, and cognitive training? Two experiments were conducted to answer the research question. In Study 1 participants rated three character animations both approaching and staying at a static distance in a non-gaming context using the Self-Assessment Manikin. Results of the RM ANOVA indicated a strong main effect of high arousal for approaching characters versus static distance characters, F(1, 13) = 17.43, p = .001; η² = .3. Study 1 additionally identified a moderate main effect for animation path on valence, F(2, 162) = 8.29, p .001, η² = .09, with participants reporting a neutral valence for the simple "zipline" and a slightly positive valence for the more complex "meander" path. For Study 2, two versions of a VR application for training Executive Functions of shifting, named All You Can E.T.-VR, were created, each utilizing either a high or low arousal animation from Study 1. Results in Study 2 confirmed the main effect for trajectory on arousal, F(1, 19) = 6.7, p = .02, η² = .14, identified in Study 1, as well as a main effect on valence, F(1, 16) = 10.2, p = .006, η² = .2, wherein approaching characters elicited more negative affect than a static distanced animation. Implications for future research and affective design of educational technology include selecting salient features for manipulation, appropriate difficulty in gameplay, and target population ages for EF training.
일반주제명  
Educational psychology
일반주제명  
Educational technology
일반주제명  
Educational leadership
키워드  
Affective design
키워드  
Cognitive training
키워드  
Virtual reality
기타저자  
New York University Administration Leadership and Technology
기본자료저록  
Dissertations Abstracts International. 86-03A.
전자적 위치 및 접속  
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MARC

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■020    ▼a9798384435235
■035    ▼a(MiAaPQ)AAI31486801
■040    ▼aMiAaPQ▼cMiAaPQ
■0820  ▼a370
■1001  ▼aHovey,  Chris.
■24510▼aVisual  Affective  Design  Factors  for  Learning  in  Virtual  Reality
■260    ▼a[Sl]▼bNew  York  University▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a125  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-03,  Section:  A.
■500    ▼aAdvisor:  Plass,  Jan  L.
■5021  ▼aThesis  (Ph.D.)--New  York  University,  2024.
■520    ▼aThis  dissertation  examines  the  affective  qualities  of  non-player  character  motion  in  a  Virtual  Reality  (VR)  cognitive  training  game,  their  impact  on  players'  core  affective  experiences,  game  performance,  and  cognitive  training  outcomes.  How  do  the  movements  of  game  characters  in  a  VR  environment  affect  players'  experienced  emotions,  gameplay  outcomes,  and  cognitive  training?  Two  experiments  were  conducted  to  answer  the  research  question.  In  Study  1  participants  rated  three  character  animations  both  approaching  and  staying  at  a  static  distance  in  a  non-gaming  context  using  the  Self-Assessment  Manikin.    Results  of  the  RM  ANOVA  indicated  a  strong  main  effect  of  high  arousal  for  approaching  characters  versus  static  distance  characters,  F(1,  13)  =  17.43,  p  =  .001;    η²  =  .3.    Study  1  additionally  identified  a  moderate  main  effect  for  animation  path  on  valence,  F(2,  162)  =  8.29,  p    .001,  η²  =  .09,  with  participants  reporting  a  neutral  valence  for  the  simple  "zipline"  and  a  slightly  positive  valence  for  the  more  complex  "meander"  path.    For  Study  2,  two  versions  of  a  VR  application  for  training  Executive  Functions  of  shifting,  named  All  You  Can  E.T.-VR,  were  created,  each  utilizing  either  a  high  or  low  arousal  animation  from  Study  1.    Results  in  Study  2  confirmed  the  main  effect  for  trajectory  on  arousal,  F(1,  19)  =  6.7,  p  =  .02,    η²  =  .14,  identified  in  Study  1,  as  well  as  a  main  effect  on  valence,  F(1,  16)  =  10.2,  p  =  .006,    η²  =  .2,  wherein  approaching  characters  elicited  more  negative  affect  than  a  static  distanced  animation.    Implications  for  future  research  and  affective  design  of  educational  technology  include  selecting  salient  features  for  manipulation,  appropriate  difficulty  in  gameplay,  and  target  population  ages  for  EF  training.
■590    ▼aSchool  code:  0146.
■650  4▼aEducational  psychology
■650  4▼aEducational  technology
■650  4▼aEducational  leadership
■653    ▼aAffective  design
■653    ▼aCognitive  training
■653    ▼aVirtual  reality
■690    ▼a0525
■690    ▼a0710
■690    ▼a0449
■71020▼aNew  York  University▼bAdministration,  Leadership,  and  Technology.
■7730  ▼tDissertations  Abstracts  International▼g86-03A.
■790    ▼a0146
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17163309▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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