Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105024
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dc.contributorSchool of Design-
dc.creatorMuñoz, DA-
dc.creatorChow, KKN-
dc.creatorWei, H-
dc.date.accessioned2024-04-03T01:45:45Z-
dc.date.available2024-04-03T01:45:45Z-
dc.identifier.isbn978-3-030-73425-1 (Softcover)-
dc.identifier.isbn978-3-030-73426-8 (eBook)-
dc.identifier.issn1867-8211-
dc.identifier.urihttp://hdl.handle.net/10397/105024-
dc.description9th International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020en_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.rights© ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2021en_US
dc.rightsThis version of the proceeding paper has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use (https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-030-73426-8_28.en_US
dc.subjectCognitive experienceen_US
dc.subjectInteraction designen_US
dc.subjectVirtual realityen_US
dc.titleEffects of virtual reality in the area of responsible decision-making training on adolescentsen_US
dc.typeConference Paperen_US
dc.identifier.spage461-
dc.identifier.epage476-
dc.identifier.volume367-
dc.identifier.doi10.1007/978-3-030-73426-8_28-
dcterms.abstractThe number of emotional illnesses rises every year. The efforts of using HCI and VR technology to create prevention tools require to extend the design learning knowledge to provide appropriate emotional cognitive experiences. Research has shown that VR provides better engagement and improvement on basic emotional and social dimensions of learning, however, the literature shows that it is necessary for the continuous study to develop effective emotional learning experience addressed to the next generations on immersive virtual learning environment. This study aims to identify how VR experiences impact the learning of a specific emotional dimension on adolescents (responsible decision-making RDM) and identify which cognitive and experience elements have incidence in the design of the learning experience. Based on literature and theories of VR and learning sciences, we experimented using VR on learning sessions with a control group based in ethical and emotional situations using the SODAS method to learn responsible decision making. Results show that the VR group gets a higher score after the sessions, and qualitative and quantitative data reveals that learning timing, cognitive articulation, learning attribution, cognitive load, and specific emotional dimensions might be impacted by the emotional learning experience. The analyses provide helpful information for the future design of cognitive experiences on VR technology.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationLecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 2020, v. 367, p. 461-476-
dcterms.isPartOfLecture notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering-
dcterms.issued2020-
dc.identifier.scopus2-s2.0-85104705571-
dc.relation.conferenceInternational Conference on ArtsIT, Interactivity and Game Creation [ArtsIT]-
dc.identifier.eissn1867-822X-
dc.description.validate202403 bckw-
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberSD-0030en_US
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS48449711en_US
dc.description.oaCategoryGreen (AAM)en_US
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