Immersion in non-game Virtual Words A.Kanamgotov, M.Conrad, S.Prakoonwit INTRODUCTION ORIGINALITY In recent years virtual environments have become a more and more prominent part of the educator’s ‘toolbox’ to design and implement student activities. While in the context of (recreational) games immersion is an important factor, the situation concerning educational activities is less clear and we might question if and how (see Figure 1) immersion happens when users – in this case students at a university – work in a virtual environment to perform a task given to them as part of an assignment. Indeed it was claimed in [1] that the lack of in-world population and other context might lead to a lack of immersion experienced by the users of this virtual world. This research aims to underpin this theoretical assumption. Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This research seeks to investigate the problem of immersion measurement in an online based virtual world where there is no distinct in-world goal and environmental context is less immersive as in a game environment. [2] SIGNIFICANCE users’ willingness co-presence & interactions Immersion content & technical features use of avatars Figure 1 [3] interesting activities pleasant activities effective activities collaboration Why immersion is important? A higher level of immersion can lead to deeper understanding of the material and learning motivation (see Figure 2) But how much immersion is enough? Is the principle “more-better” applicable to this case? The contribution of this work will fulfil the gap in quantifying immersion in VR- subject which is not covered properly yet as we believe. Figure 2 [3] learning motivation Immersion engagement REFERENCES: 1. 2. 3. Conrad, M (2011); Leaving the Lindens: Teaching in Virtual Worlds of Other Providers; Proceedings of ReLIVE 2011, Milton Keynes, UK. Kanamgotov A., Christopoulos A., Conrad M., Prakoonwit A. (2012) Immersion in Virtual Worlds - but not Second Life!; Proceedings of IEEE CyberWorlds-2012, Darmstadt, Germany. Christopoulos, A. (2011); Higher education in Virtual Worlds: The use of Second Life and OpenSim for educational practices; MSc Thesis at UoB, Luton, UK.
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