Using Biometrics to Evaluate the Efficacy of Virtual Reality Learning Environments Through the Detection of Awe

Abstract

Can a cartoon make you cry? Can it make you feel empathy? Until recently, my answer, apart from a certain Pixar movie about a widower and his balloons, would have been a resounding no. Then I witnessed a demonstration of a virtual training technology that changed my perception. I realized that virtual environments don't have to be completely life-like to be immersive. As virtual reality (VR) equipment costs have decreased, it has found many uses, especially in education and training. VR is effective in a wide variety of applications because of its ability to immerse users in relevant environments. Each application is unique and requires a different level of realism to be effective. Most organizations that want to use VR for education and training don't have large budgets to develop virtual environments, so the question becomes, how can a designer determine when their virtual environment is realistic enough? The traditional way of evaluating virtual environments is to have users test them and report on the experience. This method can provide useful feedback, but it results in subjective answers that may not reflect the ability of the environment to promote learning. Advances in biometric sensors have made it possible to monitor a user's physiological responses while using a VR system. This paper explores the possibility of using biometric data to objectively assess a virtual reality learning environment's ability to encourage positive learning outcomes. First, it discusses the importance of immersion and presence in learning. Next, it provides an overview of several biometric measures and what they indicate about the autonomic nervous system. The paper then explores the awe effect and how it can be measured using biometrics. It then examines how experiencing awe leads to improved learning outcomes. Finally, the paper discusses the application of this evaluation method to the design of virtual reality learning environments.

Open PDF

Document Details

Document Type
Technical Report
Publication Date
Jun 20, 2023
Accession Number
AD1203989

Entities

People

  • Christopher Yockey

Organizations

  • Air University

Tags

Communities of Interest

  • Autonomy
  • Energy and Power Technologies

DTIC Thesaurus Topics

  • Air Force
  • Artificial Intelligence
  • Autonomic Nervous System
  • Biometric Security
  • Education
  • Frequency
  • Frequency Bands
  • Health Services
  • Heart Rate
  • Human Factors Engineering
  • Nervous System
  • Neural Networks
  • Perception
  • Psychology
  • Psychophysiology
  • Reasoning
  • Simulations
  • Students
  • Sweat Glands
  • Test And Evaluation
  • Training
  • Virtual Reality

Fields of Study

  • Computer science

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Computer Vision.
  • Military Training and Readiness Simulation