The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality

•Role of Affordances in the Internet of Things.•Technological and Affective Affordances in Personal Informatics.•The user experience of personal informatics focusing on the technological and affective nature of affordance.•A multi-mixed approach is used by combining qualitative methods and a quantit...

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Veröffentlicht in:Telematics and informatics 2017-12, Vol.34 (8), p.1826-1836
1. Verfasser: Shin, Dong-Hee
Format: Artikel
Sprache:eng
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Zusammenfassung:•Role of Affordances in the Internet of Things.•Technological and Affective Affordances in Personal Informatics.•The user experience of personal informatics focusing on the technological and affective nature of affordance.•A multi-mixed approach is used by combining qualitative methods and a quantitative survey. As virtual reality becomes more and more mainstream, the role of affordances in virtual environments becomes an important question. The goal of this study is to explicate users’ motivational affordances and examine how they influence the acceptance of a virtual reality learning environment (VLE). It examines how motivational affordances in an educational virtual reality (VR) system affect user experience to track and achieve goals for users. A multimixed approach was used by combining qualitative methods and a quantitative survey. First, a critical incident technique was used to explore a range of affordance factors related to VLE. Second, based on the affordance factors identified from the qualitative methods, a survey was conducted to examine the effects of affordance on user cognitive processes and the influence of affordance on the learning process. The results of the user model confirmed the heuristic role of presence and immersion affordance regarding their underlying link to educational affordances, such as empathy and embodied cognition. The findings imply the embodied cognition process of VLE in which technological qualities are shaped by users’ perception and context. The results establish a foundation for VR technologies through a heuristic assessment tool from a user-embodied cognitive process. They confirm the validity and utility of applying affordances to the design of VR as a useful concept and prove that the optimum mix of affordances is crucial to the success of VR design.
ISSN:0736-5853
1879-324X
DOI:10.1016/j.tele.2017.05.013