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I-Corps: Virtual Reality Biofeedback Education Technologies

I-Corps: Virtual Reality Biofeedback Education Technologies
I-Corps:虚拟现实生物反馈教育技术
批准号:
1938166
负责人:
John Sipple
金额:
$5.0万
依托单位:
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2019
资助国家:
美国
项目状态:
已结题
起止时间:
2019-07-01 至 2020-12-31

项目摘要

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中文摘要
翻译
这个I-Corps项目的更广泛的影响/商业潜力是为如何在虚拟现实(VR)中提供教育内容提供一种新的手段,具有一致的影响,独立于人口统计和环境。该技术提供了更高水平的个性化学习,由于在高度受控的虚拟环境中提供课程,因此无需教师的专业发展即可进行管理。消除这种对额外培训的依赖有助于在资源有限的学校中采用。通过VR学习和保留材料的效率提高,使其成为教师和学校管理人员感兴趣的技术。该技术可用于一系列教育科目,并具有沉浸式个性化学习体验,为教育工作者提供高质量的学习解决方案。这个I-Corps项目使用生物反馈来个性化虚拟现实(VR)学习。该技术基于用户的生理反应来操纵用户的环境。这可以包括周围的物理对象、光源或景观。听觉操纵是一种更间接的改变,其中课程的音频路径基于用户的情绪反应,例如当某人分心或激动时。这种情绪反应是基于随着时间的推移跟踪许多生理输入。识别过程是基于现有的研究使用相同的生理措施来分类用户的情绪状态,并通过本项目进行了改进 这种适应性水平使VR项目的定制程度更高,在使用该技术的同时也能获得更有意义的学习体验。该奖项反映了NSF的法定使命,通过使用基金会的知识价值和更广泛的影响审查标准进行评估,被认为值得支持。
英文摘要
The broader impact/commercial potential of this I-Corps project is to provide a new means for how educational content is delivered in virtual reality (VR) with consistent impact, independent of demographics and environment. This technology offers a higher level of personalized learning that can be administered without requiring accompanying professional development for teachers due to the delivery of lessons in a highly controlled virtual environment. Removing this dependence on additional training facilitates the adoption across schools with limited resources. The increased efficacy in learning and retention of material through VR has made it a technology of interest for teachers and school administrators. This technology can be used across a range of educational subjects, and with the immersive personalized learning experience, offers a high-quality learning solution for educators.This I-Corps project uses biofeedback to personalize learning in virtual reality (VR). The technology manipulates a user's environment based on their physiological reactions. This can include the surrounding physical objects, light source, or landscape. The auditory manipulation is a more indirect change where the audio path of a lesson is based on the emotional reaction of a user, such as when someone is distracted or agitated. This emotional reaction is based on tracking numerous physiological inputs over time. The identification process is based on existing research using the same physiological measures to classify users' emotional states and improved through this project This level of adaptation enables a higher degree of VR program customization and more a meaningful learning experience while using the technology.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
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