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Björn Risch

dblp:343/7208 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Design research and methods · 23%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.712023
How to Maximise Spatial Presence: Design Guidelines for a Virtual Learning Environment for School Use · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality › presence
spatial presence
0.712023
How to Maximise Spatial Presence: Design Guidelines for a Virtual Learning Environment for School Use · IEEE Trans. Vis. Comput. Graph. 2023
Learning and educational technologies › immersive learning
virtual reality learning environment
0.712023
How to Maximise Spatial Presence: Design Guidelines for a Virtual Learning Environment for School Use · IEEE Trans. Vis. Comput. Graph. 2023

Methods — techniques the papers use, named apart from their topics

path analysis · 1.3ANOVA · 1.3
YearPublicationVenuePosition
2023 How to Maximise Spatial Presence: Design Guidelines for a Virtual Learning Environment for School Use
abstract
Research on learning with and in immersive virtual reality (VR) continues to grow, yielding more insights into how immersive learning works. However, the actual use of VR learning environments in schools is still in its infancy. A major hurdle that hinders the use of immersive digital media in schools is the lack of guidelines for designing VR learning environments for practical use in schools. Such guidelines need to consider how students interact and learn in VR learning environments and how teachers can use such environments on a day-to-day basis. Using a design-based research approach, we explored the guidelines for creating VR learning content for tenth-grade students in a German secondary school and recreated a real-world, out-of-school VR learning space which can be used for hands-on instruction. This paper investigated how to maximise the experience of spatial presence by creating a VR learning environment in several microcycles. Furthermore, it took a closer look at the influence of the spatial situation model and cognitive involvement on this process. The results were evaluated with ANOVAs and path analyses, showing, for example, that involvement does not influence spatial presence in highly immersive and realistic VR learning environments.
Marc Bastian Rieger, Björn Risch
IEEE Trans. Vis. Comput. Graph.2