Skip navigation

Home | About | Contact

To view the full text of this article...

Subscribe for faster access!

Subscribe for only $19/month (or $150/year) and receive immediate access to 20,000+ documents/media files.

Purchase individual articles and papers

Purchase fulltext access to individual articles and papers for $9.95 USD each. You can purchase as a guest or save your information for faster access later.

Already have an account?

Individual Accounts

Institutions

If you are accessing the system through an institution or library, find out if they have a subscription to the digital library. If they do, please have them contact us with the IP address for this machine: 38.107.179.217.

Digital Library >

Training in Affectively Intense Virtual Environments

New Search
New Search
Print Abstract
Print Abstract
E-mail Abstract
E-mail Abstract
Full Text
Full Text
Add To Collection
Save to My Collections
Export Citation
Export Citation

AACE Award Wilfred, L., Hall, R., Hilgers, M., Leu, M., Hortenstine, J., Walker, C. & Reddy, M. (2004). Training in Affectively Intense Virtual Environments. In J. Nall & R. Robson (Eds.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (pp. 2233-2240). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/11216.

OpenURL Link

Conference Information

ELEARN

World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004
Washington, DC, USA
2004
ISBN 1-880094-54-1
  Janice Nall & Robby Robson
AACE

More Information on ELEARN

Table of Contents


Authors

Lawrence Wilfred, Richard Hall, Michael Hilgers, Ming Leu, John Hortenstine, Christopher Walker, Madhu Reddy, University of Missouri - Rolla, USA

Abstract

The purpose of this research was to examine the impact of affective intensity of a virtual reality (VR) training environment on learning, as demonstrated by performance within a "real life", affectively intense environment. Participants completed a VR "training" scenario in which they were required to locate victims of a terrorist attack either in an "affectively intense" or "neutral" environment. Participants then attempted to locate the rooms containing the victims within the actual building, the VR environment was modeled on, as they listened to affectively intense audio. The major findings were: 1) Those who trained in the affectively intense environment performed substantially better in the "real" environment; 2) Participants in the two environments did not differ with respect to autonomic arousal or perceived presence; and 3) Those more experienced with computer games reported a higher degree of presence in the virtual environment and performed better in the "real" environment.

Keywords

Also Read

Tags

Comments & Discussion

Comment on the paper above. You must be registered to participate. Registration is free.




Feedback and Suggestions please email info@editlib.org.