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Sunday, June 6 • 7:00am - 8:00am
Basic Research & Theory - Oral Presentations 2

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Presentations
 
A Taxonomy for Immersive Experience Design
J. J. Ruscella(1), Mohammad F. Obeid(2)
1: AccessVR, Winchester, VA, USA; 2: Division of Applied Technology, Shenandoah University, Winchester, USA, VA
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Immersive technology platforms such as virtual reality (VR) are used by many to create experiences that allow for efficient training, visceral encounters, and faithful reproduction of places and times. This work investigates the various elements that contribute to the design of an effective immersive experience and proposes a taxonomy that establishes levels (ranks) for each of these elements.
 
 
A Longitudinal Study Of Students’ Perceptions Of Immersive Virtual Reality Teaching Interventions
Tanya Hill, Hanneke du Preez
University of Pretoria, South Africa
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A series of virtual reality (VR) sessions was developed to explore students’ perceptions of the use of VR as a teaching intervention during lectures in an undergraduate taxation module. The study was based on the theoretical framework of the Technology Acceptance Model (TAM) and the Educational Framework for immersive Learning (EFiL) and made use of a longitudinal multi-method research design approach. Data was gathered from 566 students over the academic year using three questionnaires which were statistically analyzed. Written reflections were also collected from students and these reflections were thematically analyzed.
The results show that students were positive about participating in a VR teaching intervention before they had been exposed to VR in the classroom and that they remained positive throughout the academic year as the VR interventions were rolled out on three different occasions. Students’ reflections were also overwhelmingly positive, and students believe that VR is an effective and innovative way to enhance learning.
The contribution of this research can be found in its use of a longitudinal study to provide understanding of the perceptions of undergraduate taxation students of the use of VR.
 
 
Integrating a Teaching Concept for the Use of Virtual Reality in University Teaching
Adrian Henrich(1), Tobias Schultze(1), Anette Weisbecker(1), Oliver Riedel(2)
1: IAT University of Stuttgart, Institute of Human Factors and Technology Management, Germany; 2: Fraunhofer IAO, Fraunhofer Institute for Industrial Engineering
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As many of the common mistakes made by engineering students are based on weak spatial imagination, the use of virtual reality could help to enhance those skills in undergraduate teaching. As part of a university lecture in product development that covers methods of product development and technical design, the use of virtual reality was integrated into an engineering exercise. Supplementing the usual technical tools like CAD, half of the 14 student groups were allowed to use a dedicated VR-application to review their machine designs in virtual reality. While the objective performance of those groups was not better in comparison to the “non-VR” groups, most of the student groups were able to identify design issues or mistakes through the use of VR, which they couldn’t find using only CAD. According to interviews, 69.7% of the VR-users reported that they were only able to experience and realize “the true spatial dimensions” through the use of VR.

Presenters
TS

Tobias Schultze

IAT University of Stuttgart
MF

Mohammad F. Obeid

Assistant Professor, Shenandoah University
avatar for Hanneke du Preez

Hanneke du Preez

Associate professor, University of Pretoria
I specializes in the fundamental principle of Taxation that includes the principles of equity, fairness, equality, simplicity, etc.  Her research also incorporates the history of Taxation with a focus on the African continent. In education, her interest is on blended learning with... Read More →



Sunday June 6, 2021 7:00am - 8:00am EDT
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