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Immersive Education:
What Do We Know?
October 18th, 2016
Overview
• Thesis
• Presence
• Twilight Effect
• Proteus Effect
• Uncanny Valley
• Training Theory Again
Background
• I’ve been researching a book for a few months
• Have ‘collected’ a bunch of findings on VR &
Immersive tech – we’ll review some of the
most interesting.
Working Theses
VR will dramatically improve training and learning
for some things, but not necessarily others.
• VR instruction will be better for novices than
experts
• VR collaboration will work for experts and might
for novices
• VR will be better for experiential learning than
factual learning
PRESENCE
First, what do we know about Doing VR?
What & Why of Presence
• “Presence” is the sense of being there:
– How much is the illusion of VR really working?
• To the degree this lowers distraction from the
new medium, and increases engagement, it
will help learning
Examples
• The “Pit” – heart rates go up, GSR increases
when presented with a high elevation
• Subjects in an experience with high levels of
perceived presence more likely to be
persuaded by health messages
• Children reported more false memories
In other words, high presence can mean you
experience the VR simulation as if it were real.
Inducing Embodiment in Presence
• “Rubber Hand” experiment is relatively old
and established.
• If what we see reacts like our bodies, moves
when we want it to
• If the body we see is doing the things we’re
making our body do, we’ll assume its ours
Sense of Embodiment
• Three factors:
– the sense of self-location – ego centric view is the
baseline.
– the sense of agency – am I able to act?
– the sense of body ownership – do those hands
move where I tell them to?
Involvement as Moderator
• How much do you care if it’s really your body?
• This is important because we don’t think about
embodiment very hard, and we accept that the
virtual body is our avatar (vs. actually believing it
is our body)
• The less we care, the less the immersive
environment has to convince us for us to just
accept it.
HIGH PRESENCE VR IS THE MOST HIGH-
BANDWIDTH COMMUNICATION EVER
DEVISED.
When you’re in a VR rig, and fully engaged, all of
your visual processing system is focused on the
content presented.
Nothing else comes close.
High Presence, Low Recall?
• Some studies have used highly vivid
experiences, and found that recall was low
• Why?
• Just like overly stimulating advertising, the
experience can distract from the message.
Immersion is not the same as presence
• Presence is a psychological thing
– Am I committed to the experience?
• Immersion is a technological thing
– Is the outside world shut off, and the experience
compelling?
Avatars vs. Agents
• When thinking of instructional
tech – are we using a person or
a machine-generated
instructor?
• Avatar is representing a human
• Agent is representing a
machine
Blascovich theorizes that users
will respond as if the virtual
human is real no matter the
technical richness, as long as
they think there’s a real person
behind the avatar.
Studies show that:
1. Virtual Humans exert influence
if:
a. User believes the Virtual
Human is computer or
human controlled
b. Accuracy of behaviors
c. Realistic low-level
reactions
d. Situational relevance – do
they care?
Mo-Cap is More Important Than
Massive Polygons
We care more about signs of sentience than
perfect rendering.
This is because of what I’m calling the Twilight
Effect
Presence in “Classroom”
• WE know that students who have the sole
attention of a teacher learn more.
• In VR, studies have shown that this works as
well – with the effect that everyone in the
class can have the sole attention of the
teacher.
Co-Presence
• In addition to being there, you are there with others.
• What determines the sense that others are there?
• Not richness of tech, not really movement – mostly
what they say, how naturally they respond. Essentially
social cues.
– Several sessions have shown that users barely move their
avatars, preferring instead to focus on conversation.
• This ‘how they respond’ means the sense of being
perceived – that is a critical factor.
Designing Space
• Three kinds of space around you:
– Peripersonal space – as far as your arms will go
– Extrapersonal space – as far as you’re likely to
walk/navigate
– Vista space – background
• Judging distances is hard. Several cues, like
shadows and brightness, don’t really work.
Perspective, and ‘motion parallax’ are most
effective for users.
Use of Space
• Several researchers have tested co-location as
a means to foster creativity.
• Space in VR doesn’t have to be ‘stateless’ we
can make notes in thin air, make personal
audio recordings. The whole environment can
be a toolkit.
TWILIGHT EFFECT
Humans are Very Tolerant of Poor
Visual Input
• Visual processing is at least as much top-down
as bottom up: we see largely what we expect
to see
• We are also evolved to deal with poor visual
conditions – dark, fog, water, etc.
• We look for cues that survive bad visual
conditions
Motion & Reactions as Key Cues
• We’re looking for signs
of sentience:
– Verbal response
– Natural-looking motion
– Emotional interaction
Think of Pixar:
Famous Voices lend
personality
Motion-capture
lends natural
reactions
Twilight Effect
• Signs of sentience will dominate poor
execution, poor VR tech
• These signs must be relatively constant, as the
evaluation of an ‘other’ as sentient may be
provisional
PROTEUS EFFECT
Embodying a Different Body
What happens when you become:
• Taller = more confident
• Beautiful = more social
• Minority = more understanding, less biased
Proteus effect is robust – we take on, sometimes
for weeks, elements of the identities we inhabit
in VR
UNCANNY VALLEY
Hypothesis
As one makes artificial humans,
especially faces, more and more
real, there is a degree of ‘realness’
between completely real and
some midpoint, that users find
aversive.
Some research on the subject – VR
research I’ve found said that the
only uncanny valley effects found
were when features were
exaggerated or otherwise
disturbing on their own.
Avatars & Uncanny Valley
• Research on this will be
fraught, as a badly drawn
execution is just as aversive
as the ‘uncanniness’ of an
almost-human.
• Make avatars look as good
as we can, and make 100%
sure their reactions, and
movements, and voices all
sound human – as these
are not affected by the
‘twilight effect’.
Some Key Takeaways
• Presence is key to holding attention
• Creating presence is about embodiment – feeling you
“own” the thing in the virtual environment (VE)
• That comes from matching what your real body does
to what it sees in the virtual environment
• Richness of VE isn’t the key, richness of human
communication is
• Users will forgive all sorts of technical failings if the
voice at the other end sounds human, reacts
sentiently.
LEARNING THEORY REVIEW
Cognitive Load
Intrinsic: Keep the tasks just beyond the
learner’s ability
Extraneous: Keep distraction to a minimum
Germane: Enable reflection on the material to
be learned
Extraneous Load
• Immersion, as described above, should enable
minimization of extraneous load
• Presence, as a psychological construct, should
further enable minimization of distractions &
extraneous load
Intrinsic Load
• More complex problems can be handled if
working memory tasks can be offloaded – by
storing thoughts in the environment.
• Notes, but multi-modal, sitting in thin air,
automatically stored or deleted.
• Relatedly, worked examples can be experienced.
• Faded examples can also be experienced vs. just
imagined.
Germane Load
• 100% environmental control allows for
pointers to appear, reminders to think about
the lesson to be learned vs. the task to be
completed.
• Exact duplicate of an experience can be
replicated, allowing learners to re-experience
a half-learned lesson.
• An immersive experience can be rewinded.
Expertise
• Multi-media learning studies have shown that
novices benefit from video & graphics,
whereas experts often find them distracting.
• VR, with it’s overwhelming experience of a
virtual world, can be expected to have an
enhanced version of this:
– Novices will learn faster when conceptual support
is helpful
– Experts will find it distracting
Multi-Media Learning Lessons Apply
• Don’t put text over graphics
• Use VO to add to graphic
• Use graphic instead of text whenever possible
• Avoid music
• Avoid accents
• Keep lessons short
Summary
• We know a fair bit about how to create good
VR Education.
• By this Sunday, I’ll have a 10-15 page
summary. Would love your input!
– I’ll post it on the meetup
• About 100+ papers went into this – they’ll all
be on a google drive I’ll share via meetup.
Thank you

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Virtual Reality | VR in Education | Instructional Design for VR

  • 1. Immersive Education: What Do We Know? October 18th, 2016
  • 2. Overview • Thesis • Presence • Twilight Effect • Proteus Effect • Uncanny Valley • Training Theory Again
  • 3. Background • I’ve been researching a book for a few months • Have ‘collected’ a bunch of findings on VR & Immersive tech – we’ll review some of the most interesting.
  • 4. Working Theses VR will dramatically improve training and learning for some things, but not necessarily others. • VR instruction will be better for novices than experts • VR collaboration will work for experts and might for novices • VR will be better for experiential learning than factual learning
  • 5. PRESENCE First, what do we know about Doing VR?
  • 6. What & Why of Presence • “Presence” is the sense of being there: – How much is the illusion of VR really working? • To the degree this lowers distraction from the new medium, and increases engagement, it will help learning
  • 7. Examples • The “Pit” – heart rates go up, GSR increases when presented with a high elevation • Subjects in an experience with high levels of perceived presence more likely to be persuaded by health messages • Children reported more false memories In other words, high presence can mean you experience the VR simulation as if it were real.
  • 8. Inducing Embodiment in Presence • “Rubber Hand” experiment is relatively old and established. • If what we see reacts like our bodies, moves when we want it to • If the body we see is doing the things we’re making our body do, we’ll assume its ours
  • 9. Sense of Embodiment • Three factors: – the sense of self-location – ego centric view is the baseline. – the sense of agency – am I able to act? – the sense of body ownership – do those hands move where I tell them to?
  • 10. Involvement as Moderator • How much do you care if it’s really your body? • This is important because we don’t think about embodiment very hard, and we accept that the virtual body is our avatar (vs. actually believing it is our body) • The less we care, the less the immersive environment has to convince us for us to just accept it.
  • 11. HIGH PRESENCE VR IS THE MOST HIGH- BANDWIDTH COMMUNICATION EVER DEVISED. When you’re in a VR rig, and fully engaged, all of your visual processing system is focused on the content presented. Nothing else comes close.
  • 12. High Presence, Low Recall? • Some studies have used highly vivid experiences, and found that recall was low • Why? • Just like overly stimulating advertising, the experience can distract from the message.
  • 13. Immersion is not the same as presence • Presence is a psychological thing – Am I committed to the experience? • Immersion is a technological thing – Is the outside world shut off, and the experience compelling?
  • 14. Avatars vs. Agents • When thinking of instructional tech – are we using a person or a machine-generated instructor? • Avatar is representing a human • Agent is representing a machine Blascovich theorizes that users will respond as if the virtual human is real no matter the technical richness, as long as they think there’s a real person behind the avatar. Studies show that: 1. Virtual Humans exert influence if: a. User believes the Virtual Human is computer or human controlled b. Accuracy of behaviors c. Realistic low-level reactions d. Situational relevance – do they care?
  • 15. Mo-Cap is More Important Than Massive Polygons We care more about signs of sentience than perfect rendering. This is because of what I’m calling the Twilight Effect
  • 16. Presence in “Classroom” • WE know that students who have the sole attention of a teacher learn more. • In VR, studies have shown that this works as well – with the effect that everyone in the class can have the sole attention of the teacher.
  • 17. Co-Presence • In addition to being there, you are there with others. • What determines the sense that others are there? • Not richness of tech, not really movement – mostly what they say, how naturally they respond. Essentially social cues. – Several sessions have shown that users barely move their avatars, preferring instead to focus on conversation. • This ‘how they respond’ means the sense of being perceived – that is a critical factor.
  • 18. Designing Space • Three kinds of space around you: – Peripersonal space – as far as your arms will go – Extrapersonal space – as far as you’re likely to walk/navigate – Vista space – background • Judging distances is hard. Several cues, like shadows and brightness, don’t really work. Perspective, and ‘motion parallax’ are most effective for users.
  • 19. Use of Space • Several researchers have tested co-location as a means to foster creativity. • Space in VR doesn’t have to be ‘stateless’ we can make notes in thin air, make personal audio recordings. The whole environment can be a toolkit.
  • 21. Humans are Very Tolerant of Poor Visual Input • Visual processing is at least as much top-down as bottom up: we see largely what we expect to see • We are also evolved to deal with poor visual conditions – dark, fog, water, etc. • We look for cues that survive bad visual conditions
  • 22. Motion & Reactions as Key Cues • We’re looking for signs of sentience: – Verbal response – Natural-looking motion – Emotional interaction Think of Pixar: Famous Voices lend personality Motion-capture lends natural reactions
  • 23. Twilight Effect • Signs of sentience will dominate poor execution, poor VR tech • These signs must be relatively constant, as the evaluation of an ‘other’ as sentient may be provisional
  • 25. Embodying a Different Body What happens when you become: • Taller = more confident • Beautiful = more social • Minority = more understanding, less biased Proteus effect is robust – we take on, sometimes for weeks, elements of the identities we inhabit in VR
  • 27. Hypothesis As one makes artificial humans, especially faces, more and more real, there is a degree of ‘realness’ between completely real and some midpoint, that users find aversive. Some research on the subject – VR research I’ve found said that the only uncanny valley effects found were when features were exaggerated or otherwise disturbing on their own.
  • 28. Avatars & Uncanny Valley • Research on this will be fraught, as a badly drawn execution is just as aversive as the ‘uncanniness’ of an almost-human. • Make avatars look as good as we can, and make 100% sure their reactions, and movements, and voices all sound human – as these are not affected by the ‘twilight effect’.
  • 29. Some Key Takeaways • Presence is key to holding attention • Creating presence is about embodiment – feeling you “own” the thing in the virtual environment (VE) • That comes from matching what your real body does to what it sees in the virtual environment • Richness of VE isn’t the key, richness of human communication is • Users will forgive all sorts of technical failings if the voice at the other end sounds human, reacts sentiently.
  • 31. Cognitive Load Intrinsic: Keep the tasks just beyond the learner’s ability Extraneous: Keep distraction to a minimum Germane: Enable reflection on the material to be learned
  • 32. Extraneous Load • Immersion, as described above, should enable minimization of extraneous load • Presence, as a psychological construct, should further enable minimization of distractions & extraneous load
  • 33. Intrinsic Load • More complex problems can be handled if working memory tasks can be offloaded – by storing thoughts in the environment. • Notes, but multi-modal, sitting in thin air, automatically stored or deleted. • Relatedly, worked examples can be experienced. • Faded examples can also be experienced vs. just imagined.
  • 34. Germane Load • 100% environmental control allows for pointers to appear, reminders to think about the lesson to be learned vs. the task to be completed. • Exact duplicate of an experience can be replicated, allowing learners to re-experience a half-learned lesson. • An immersive experience can be rewinded.
  • 35. Expertise • Multi-media learning studies have shown that novices benefit from video & graphics, whereas experts often find them distracting. • VR, with it’s overwhelming experience of a virtual world, can be expected to have an enhanced version of this: – Novices will learn faster when conceptual support is helpful – Experts will find it distracting
  • 36. Multi-Media Learning Lessons Apply • Don’t put text over graphics • Use VO to add to graphic • Use graphic instead of text whenever possible • Avoid music • Avoid accents • Keep lessons short
  • 37. Summary • We know a fair bit about how to create good VR Education. • By this Sunday, I’ll have a 10-15 page summary. Would love your input! – I’ll post it on the meetup • About 100+ papers went into this – they’ll all be on a google drive I’ll share via meetup.