The Effect of Interactivity on Learning Physical Actions in Virtual Reality

Virtual reality (VR) offers new possibilities for learning, specifically for training individuals to perform physical movements such as physical therapy and exercise. The current article examines two aspects of VR that uniquely contribute to media interactivity: the ability to capture and review physical behavior and the ability to see one's avatar rendered in real time from third person points of view. In two studies, we utilized a state-of-the-art, image-based tele-immersive system, capable of tracking and rendering many degrees of freedom of human motion in real time. In Experiment 1, participants learned better in VR than in a video learning condition according to self-report measures, and the cause of the advantage was seeing one's avatar stereoscopically in the third person. In Experiment 2, we added a virtual mirror in the learning environment to further leverage the ability to see oneself from novel angles in real time. Participants learned better in VR than in video according to objective performance measures. Implications for learning via interactive digital media are discussed.

[1]  Robert P. Hawkins,et al.  Advancing communication science : merging mass and interpersonal processes , 1988 .

[2]  T G Reeve,et al.  Effect of Concurrent Visual Feedback on Acquisition of a Weightlifting Skill , 1988, Perceptual and motor skills.

[3]  Eduardo Salas,et al.  Flight Simulator Training Effectiveness: A Meta-Analysis , 1992 .

[4]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[5]  Carolina Cruz-Neira,et al.  Surround-Screen Projection-Based Virtual Reality: The Design and Implementation of the CAVE , 2023 .

[6]  Veronica S. Pantelidis Virtual Reality in the Classroom , 1993 .

[7]  J. Newhagen,et al.  Nightly@nbc.com: Audience Scope and the Perception of Interactivity in Viewer Mail on the Internet. , 1995 .

[8]  Eilif Trondsen,et al.  Learning on Demand , 1997, J. Knowl. Manag..

[9]  G. Wu,et al.  Perceived Interactivity and Attitude toward Web Sites, In Proceedings of the Conference of the American Academy of Advertising: . , 1999 .

[10]  Clifford Nass,et al.  Source Orientation in Human-Computer Interaction , 2000, Commun. Res..

[11]  J. Burgoon,et al.  Interactivity in human–computer interaction: a study of credibility, understanding, and influence , 2000 .

[12]  J. Lanier Virtually there. , 2001, Scientific American.

[13]  Catherine Pelachaud,et al.  Rules for Responsive Robots: Using Human Interactions to Build Virtual Interactions , 2002 .

[14]  Crystal L. Hoyt,et al.  Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology , 2002 .

[15]  R. Satava,et al.  Virtual Reality Training Improves Operating Room Performance: Results of a Randomized, Double-Blinded Study , 2002, Annals of surgery.

[16]  Yuping Liu,et al.  What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness , 2002 .

[17]  Spiro Kiousis,et al.  Interactivity: a concept explication , 2002, New Media Soc..

[18]  J. Loomis,et al.  Interpersonal Distance in Immersive Virtual Environments , 2003, Personality & social psychology bulletin.

[19]  C. P. Goodman,et al.  The Tacit Dimension , 2003 .

[20]  Ning Hu,et al.  Training for physical tasks in virtual environments: Tai Chi , 2003, IEEE Virtual Reality, 2003. Proceedings..

[21]  Brian C. Lovell,et al.  Autonomous Sports Training from Visual Cues , 2003 .

[22]  Crystal L. Hoyt,et al.  Transformational and Transactional Leadership in Virtual and Physical Environments , 2003 .

[23]  J. Bailenson,et al.  Comparing Behavioral and Self-Report Measures of Embodied Agents' Social Presence in Immersive Virtual Environments , 2004 .

[24]  Mark A. Ganter,et al.  Real-time finite element modeling for surgery simulation: an application to virtual suturing , 2004, IEEE Transactions on Visualization and Computer Graphics.

[25]  Mel Slater,et al.  How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.

[26]  Noomi Katz,et al.  Video capture virtual reality as a flexible and effective rehabilitation tool , 2004, Journal of NeuroEngineering and Rehabilitation.

[27]  Ed Huai-hsin Chi,et al.  "Killer App" of wearable computing: wireless force sensing body protectors for martial arts , 2004, UIST '04.

[28]  Gerard Jounghyun Kim,et al.  A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy , 2005, Presence: Teleoperators & Virtual Environments.

[29]  M. Turk,et al.  Transformed social interaction, augmented gaze, and social influence in immersive virtual environments , 2005 .

[30]  C. Nass,et al.  Social-Psychological Origins of Feelings of Presence: Creating Social Presence With Machine-Generated Voices , 2005 .

[31]  Susan Persky,et al.  The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments , 2005, Presence: Teleoperators & Virtual Environments.

[32]  Maureen K. Holden,et al.  Virtual Environments for Motor Rehabilitation: Review , 2005, Cyberpsychology Behav. Soc. Netw..

[33]  N. E. Seymour Virtual reality in general surgical training , 2005, European Surgery.

[34]  Jonathan W. Kelly,et al.  Visual Control of Action Without Retinal Optic Flow , 2006, Psychological science.

[35]  Maria V. Sanchez-Vives,et al.  A Virtual Reprise of the Stanley Milgram Obedience Experiments , 2006, PloS one.

[36]  S. Shyam Sundar,et al.  The Psychological Appeal of Personalized Content in Web Portals: Does Customization Affect Attitudes and Behavior? , 2006 .

[37]  Ruzena Bajcsy,et al.  The Effects of Fully Immersive Virtual Reality on the Learning of Physical Tasks , 2006 .

[38]  Paul Skalski,et al.  The Role of Social Presence in Interactive Agent-Based Persuasion , 2007 .

[39]  J. Bailenson,et al.  The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context , 2008 .

[40]  Handbook of conceptual change , 2008 .

[41]  Daniel L. Schwartz,et al.  Dynamic transfer and innovation , 2008 .

[42]  Susan Persky,et al.  Immersive Virtual Video Game Play and Presence: Influences on Aggressive Feelings and Behavior , 2008, PRESENCE: Teleoperators and Virtual Environments.