2024
Rodríguez-García, Bruno; Guillen-Sanz, Henar; Checa, David; Bustillo, Andrés
A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality Journal Article
In: Multimedia Tools and Applications, 2024, ISSN: 1573-7721.
Abstract | Links | BibTeX | Tags: 3D model, Cultural Heritage, head mounted display, Virtual Reality, Virtual Reconstruction
@article{rodriguez-garcia2024,
title = {A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality},
author = {Bruno Rodríguez-García and Henar Guillen-Sanz and David Checa and Andrés Bustillo},
url = {https://link.springer.com/article/10.1007/s11042-024-18700-3},
doi = {https://doi.org/10.1007/s11042-024-18700-3},
issn = {1573-7721},
year = {2024},
date = {2024-04-02},
urldate = {2024-04-02},
journal = {Multimedia Tools and Applications},
abstract = {Immersive Virtual Reality (iVR) devices are increasingly affordable and accessible to consumers. The widespread adoption of this technology for professional training is now finding its way into various other fields. One field that is gaining significant popularity is Cultural Heritage (CH), where iVR enables the reconstruction and exploration of lost heritage. However, an up-to-date systematic review of iVR within this field will be of great benefit. Hence, the present review of 94 papers published between 2013 and 2022 that follows PRISMA methodology on virtual reconstruction of CH for iVR. The aim is to identify the key factors behind the development of these applications and their standards. To do so, a statistical analysis on the following topics was performed: (1) nationality, publication date, and article type; (2) heritage type and its current state of preservation; (3) the area of final application and the features of the reconstructions; (4) the characteristics of the iVR experience; and (5) the assessment of the iVR applications. Finally, a roadmap of best practices is outlined for the virtual reconstruction of CH using iVR and some of the most promising future research lines are outlined.},
keywords = {3D model, Cultural Heritage, head mounted display, Virtual Reality, Virtual Reconstruction},
pubstate = {published},
tppubtype = {article}
}
Miguel-Alonso, Ines; Checa, David; Guillen-Sanz, Henar; Bustillo, Andres
Evaluation of the novelty effect in immersive Virtual Reality learning experiences Journal Article
In: Virtual Reality, vol. 28, no. 27, 2024, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality
@article{miguel-alonso2024,
title = {Evaluation of the novelty effect in immersive Virtual Reality learning experiences},
author = {Ines Miguel-Alonso and David Checa and Henar Guillen-Sanz and Andres Bustillo},
url = {https://doi.org/10.1007/s10055-023-00926-5 },
doi = {https://doi.org/10.1007/s10055-023-00926-5 },
issn = {1434-9957},
year = {2024},
date = {2024-01-21},
urldate = {2024-01-21},
journal = {Virtual Reality},
volume = {28},
number = {27},
abstract = {In this study, the novelty effect or initial fascination with new technology is addressed in the context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant factor contributing to low learning outcomes during initial VR learning experiences. The aim of this research is to measure the effectiveness of a tutorial at mitigating the novelty effect of iVR learning environments among first-year undergraduate students. The iVR tutorial forms part of the iVR learning experience that involves the assembly of a personal computer, while learning the functions of the main components. 86 students participated in the study, divided into a Control group (without access to the tutorial) and a Treatment group (completing the tutorial). Both groups showed a clear bimodal distribution in previous knowledge, due to previous experience with learning topics, giving us an opportunity to compare tutorial effects with students of different backgrounds. Pre- and post-test questionnaires were used to evaluate the experience. The analysis included such factors as previous knowledge, usability, satisfaction, and learning outcomes categorized into remembering, understanding, and evaluation. The results demonstrated that the tutorial significantly increased overall satisfaction, reduced the learning time required for iVR mechanics, and improved levels of student understanding, and evaluation knowledge. Furthermore, the tutorial helped to homogenize group behavior, particularly benefiting students with less previous experience in the learning topic. However, it was noted that a small number of students still received low marks after the iVR experience, suggesting potential avenues for future research.},
keywords = {head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
2021
Cruz, David Checa; Alonso, Inés Miguel; Bustillo, Andrés
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning Journal Article
In: Virtual Reality, 2021, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: active learning, computer science, e-learning, educational game, game engine, head mounted display, Virtual Reality
@article{Cruz2021b,
title = {Immersive virtual-reality computer-assembly serious game to enhance autonomous learning},
author = {David Checa Cruz and Inés Miguel Alonso and Andrés Bustillo},
url = {https://link.springer.com/article/10.1007%2Fs10055-021-00607-1},
doi = {10.1007/s10055-021-00607-1},
issn = {1434-9957},
year = {2021},
date = {2021-12-23},
journal = {Virtual Reality},
abstract = {Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students.},
keywords = {active learning, computer science, e-learning, educational game, game engine, head mounted display, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}