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VR's Frames of Reference: A visualization technique for mastering abstract information spaces

Salzman, M., Dede, C., Loftin, R. B., & Ash, K. (1998). VR's Frames of Reference: A visualization technique for mastering abstract information spaces. In Proceedings of the Third International Conference on Learning Sciences, pp. 249-255. Charlottesville, VA: Association for the Advancement of Computers in Education.

Abstract

This paper describes a research study that investigated how designers can use frames of reference (egocentric, exocentric, and a combination of the two) to support the mastery of complex multidimensional information. The primary focus of this study was the relationship between FORs and mastery; the secondary focus was on secondary factors (individual characteristics and interaction experience) that were likely to influence the relationship between FORs and mastery. This study provided useful knowledge about how we can use this feature to enhance VR and other visualization environments. Outcomes showed not only the extent to which different FORs facilitated the mastery of the abstract and multidimensional information spaces, but also provided insights into why this was the case. Three novel and meaningful findings were: (1) the bicentric group consistently outperformed the egocentric and exocentric groups, (2) the traditional pencil and paper test was biased in favor of the exocentric FOR, and (3) people exposed to the egocentric FOR had an enhanced ability to adopt this FOR when problem solving. Additionally, by examining the relationship between FORs and mastery within the context of individual characteristics and the interaction experiences, it was possible to derive a model describing this relationship in a broader context.

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