The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality
By Donghee Don Shin. Telematics and informatics, 2017
307 citations recorded by the source corpus.
Subfields: Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/b2d63446a79c51180275b455cc6ca3efc002b989
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Social Psychology
- Guido Makransky
- Ali Arya
- Richard E. Mayer
- Sarune Baceviciute
- Niels Koch Andreasen
- Anthony Scavarelli
- Robert J. Teather
- Carlos Flavián
In Human-Computer Interaction
- Guido Makransky
- Sarune Baceviciute
- Niels Koch Andreasen
- Richard E. Mayer
- Sergio Ibáñez-Sánchez
- Ali Arya
- Donghee Don Shin
- Anthony Scavarelli
Citations in the corpus
- Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. (2020, background): “Since embodied interactions is one of the defining affordances of IVR (Shin, 2017), adding enactment as a generative learning strategy in combination with IVR might therefore provide a better understanding of the learning potential of IVR.”
- Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? (2018, background): “As users become more involved and absorbed, it follows that they will identify more with the main character, express greater empathy afterwards for the people in the story, and be more interested in understanding the issues those people face (Shin, 2017).”
- Virtual reality and augmented reality in social learning spaces: a literature review (2020, background): “…learning (Cranton 2016; Mezirow 2003), and one powerful example of transformative learning is in using VR to better imagine another’s perspective (Bertrand et al. 2018), as a form of creating empathy for other individuals, cultures, or even environmental issues (Markowitz et al. 2018; Shin 2017).”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “For instance, fully immersive VR equipment offers a sense of embodiment since users see themselves as components of the virtual environment, feeling that the VR devices (HMD, gloves, etc.) belong to their own bodies (Shin, 2017).”