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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/商业潜力是提供一种新的方法,使教育内容在虚拟现实(VR)中传递,具有一致的影响,独立于人口和环境。这项技术提供了更高水平的个性化学习,由于在高度控制的虚拟环境中授课,无需教师的专业发展就可以进行管理。消除对额外培训的依赖有助于在资源有限的学校间采用。通过VR提高学习和记忆材料的效率,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项目使用生物反馈在虚拟现实(VR)中个性化学习。这项技术根据用户的生理反应来操纵他们所处的环境。这可以包括周围的物理对象、光源或景观。听觉操作是一种更间接的改变,其中课程的音频路径是基于用户的情绪反应,例如当有人分心或激动时。这种情绪反应是建立在追踪大量生理输入的基础上的。识别过程是基于现有的研究,使用相同的生理指标对用户的情绪状态进行分类,并通过本项目进行改进。这种程度的适应使得VR程序的定制程度更高,并且在使用该技术时更有意义的学习体验。该奖项反映了美国国家科学基金会的法定使命,并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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