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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.
Please download
by clicking on the title of the article (above). You can then view the
manuscript using the Adobe Acrobat Reader.
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