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dc.contributor.authorUz-Bilgin, Cigdem
dc.contributor.authorThompson, Meredith
dc.contributor.authorKlopfer, Eric
dc.date.accessioned2022-08-11T16:59:07Z
dc.date.available2022-08-11T16:59:07Z
dc.date.issued2022
dc.identifier.urihttps://hdl.handle.net/1721.1/144313
dc.description.abstract<jats:title>Abstract</jats:title> <jats:p>A key affordance of virtual reality is the capability of immersive VR to prompt spatial presence resulting from the stereoscopic lenses in the head-mounted display (HMD). We investigated the effect of a stereoscopic view of a game, Cellverse, on users’ perceived spatial presence, knowledge of cells, and learning in three levels of spatial knowledge: route, landmark, and survey knowledge. Fifty-one participants played the game using the same game controllers but with different views; 28 had a stereoscopic view (HMD), and 23 had a non-stereoscopic view (computer monitor). Participants explored a diseased cell for clues to diagnose the disease type and recommend a therapy.  We gathered surveys, drawings, and spatial tasks conducted in the game environment to gauge learning. Participants’ spatial knowledge of the cell environment and knowledge of cell concepts improved after gameplay in both conditions. Spatial presence scores in the stereoscopic condition were higher than the non-stereoscopic condition with a large effect size; however, there was no significant difference in levels of spatial knowledge between the two groups. Most drawings showed a change in cell knowledge; yet some participants only changed in spatial knowledge of the cell, and some changed in both cell knowledge and spatial knowledge. Evidence suggests that a stereoscopic view has a significant effect on users’ experience of spatial presence, but that increased presence does not directly translate into spatial learning.</jats:p>en_US
dc.language.isoen
dc.publisherMIT Press - Journalsen_US
dc.relation.isversionof10.1162/PRES_A_00349en_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceMIT Pressen_US
dc.titleStereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Gamesen_US
dc.typeArticleen_US
dc.identifier.citationUz-Bilgin, Cigdem, Thompson, Meredith and Klopfer, Eric. 2022. "Stereoscopic Views Improve Spatial Presence but Not Spatial Learning in VR Games." Presence Teleoperators and Virtual Environments, 28.
dc.relation.journalPresence Teleoperators and Virtual Environmentsen_US
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2022-08-11T15:57:59Z
dspace.orderedauthorsUz-Bilgin, C; Thompson, M; Klopfer, Een_US
dspace.date.submission2022-08-11T15:58:01Z
mit.journal.volume28en_US
mit.licensePUBLISHER_POLICY
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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