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dc.contributor.authorFabola, Adeola
dc.contributor.authorMiller, Alan
dc.contributor.editorAllison, Colin
dc.contributor.editorMorgado, Leonel
dc.contributor.editorPirker, Johanna
dc.contributor.editorBeck, Dennis
dc.contributor.editorRichter, Jonathon
dc.contributor.editorGütl, Christian
dc.date.accessioned2017-03-07T10:30:15Z
dc.date.available2017-03-07T10:30:15Z
dc.date.issued2016
dc.identifier.citationFabola , A & Miller , A 2016 , Virtual Reality for early education : a study . in C Allison , L Morgado , J Pirker , D Beck , J Richter & C Gütl (eds) , Immersive Learning Research Network : Second International Conference, iLRN 2016 Santa Barbara, CA, USA, June 27 – July 1, 2016 Proceedings . Communications in Computer and Information Science , vol. 621 , Springer , Cham , pp. 59-72 , iLRN 2016 Conference , Santa Barbara , California , United States , 27/06/16 . https://doi.org/10.1007/978-3-319-41769-1_5en
dc.identifier.citationconferenceen
dc.identifier.isbn9783319417684
dc.identifier.isbn9783319417691
dc.identifier.issn1865-0929
dc.identifier.otherPURE: 249288097
dc.identifier.otherPURE UUID: e4dfe86f-44bf-44c7-9023-1b97e799c025
dc.identifier.otherBibtex: urn:3a4da4226e5616923a39c54bd5620e8a
dc.identifier.otherScopus: 84978951885
dc.identifier.otherWOS: 000389515200005
dc.identifier.otherORCID: /0000-0003-1209-9063/work/40546674
dc.identifier.urihttps://hdl.handle.net/10023/10409
dc.description.abstractThis paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using the Samsung Gear VR, Google Cardboard, Oculus Rift, computer screen and Xbox controller, and answered questions aimed to elicit their experiences with the various systems. The system design and implementation is presented and the findings, observations and lessons learnt from the study are discussed.
dc.format.extent14
dc.language.isoeng
dc.publisherSpringer
dc.relation.ispartofImmersive Learning Research Networken
dc.relation.ispartofseriesCommunications in Computer and Information Scienceen
dc.rights© 2016, Springer International Publishing Switzerland. This work has been made available online in accordance with the publisher’s policies. This is the author created, accepted version manuscript following peer review and may differ slightly from the final published version. The final published version of this work is available at link.springer.com / https://doi.org/10.1007/978-3-319-41769-1_5en
dc.subjectVirtual realityen
dc.subjectGoogle Cardboarden
dc.subjectSamsung Gear VRen
dc.subjectCultural heritageen
dc.subjectLB Theory and practice of educationen
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subjectNDASen
dc.subjectSDG 11 - Sustainable Cities and Communitiesen
dc.subject.lccLBen
dc.subject.lccQA75en
dc.titleVirtual Reality for early education : a studyen
dc.typeConference itemen
dc.description.versionPostprinten
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.contributor.institutionUniversity of St Andrews. Centre for Higher Education Researchen
dc.identifier.doihttps://doi.org/10.1007/978-3-319-41769-1_5


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