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September 21, 2011 Virtual Field Trips, LLC Maria C. R. Harrington Founder & CEO Virtual Field Trips, LLC Assistant Professor of Information Systems Computer Science Department, Slippery Rock University Ph.D. in Information Science School of Information Science, University of Pittsburgh Bachelor of Science in Economics & Art, Carnegie Mellon
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Human Factors and Ergonomics 2011 Maria C. R. Harrington

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Page 1: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

Maria C. R. HarringtonFounder & CEO Virtual Field Trips, LLC

Assistant Professor of Information Systems Computer Science Department, Slippery Rock University

Ph.D. in Information ScienceSchool of Information Science, University of Pittsburgh

Bachelor of Science in Economics & Art, Carnegie Mellon

Page 2: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

“Can Simulated Ecological

Environments of nature inspire independent

exploration, an intrinsic desire to learn and acts

of creation for the child?”

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September 21, 2011 Virtual Field Trips, LLC

Field Work

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Design Context & Partnerships

• User Needs, Goals & Activity– Child’s Exploration, Discovery &

Inquiry– Teacher and Naturalist Guide

Support– Physical & Cognitive Activity

• Educational & Learning Content– PA Ecology NCLB Standards– Informal Educational Materials – Audubon Society of Western PA– Elementary School Teachers

• Realistic Data & Visualization – ESRI Visualized Terrain Datasets– NSF Long-term Plant Population

Datasets (Dr. Kalisz) (http://www.pitt.edu/~kalisz/)

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September 21, 2011 Virtual Field Trips, LLC

Immersive Virtual World & Informal Learning Simulation

• Used High-end Game Engine– Visualize 1 Square Mile of Data

• Annotate Virtual World– Cards for Facts– Audio Sprites for Concepts

• The Virtual Trillium Trail– Working Prototype in 2005– Rebuilt with Garage Games

Torque 3D in 2009 for a Commercial PC Release

– iPad, Macintosh versions expected in 2012

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September 21, 2011 Virtual Field Trips, LLC

Photorealistic Game Engine

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September 21, 2011 Virtual Field Trips, LLC

Annotate with Facts

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Annotate with Story

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The Virtual Trillium Trail

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September 21, 2011 Virtual Field Trips, LLC

Two Research Studies

• Study One: Real vs. Virtual– Baseline Control (n=12)– A one-way, within-subject ANOVA, with repeated

measurements, in counterbalanced order (n=12)

• Study Two: Two Factor ANOVA– Factor 1: Visual Fidelity (High & Low)– Factor 2: Navigational Freedom (High & Low)– One system with four condition states

• Planed Orthogonal Contrast on Critical User Interface Software Dimensions (n=64)

Page 11: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

Study One: Real vs. Virtual

• Baseline Control (n=12)– A one-way, within-subject ANOVA, with repeated

measures, in counterbalanced order (n=12)

• Two Groups: – Group 1: Real-Virtual– Group 2: Virtual-Real

• Experience the two Environments in opposite order • Count Learning Activity of “Salient Events”

– Measurements• Demographic, Pre & Post tests after each on Facts,

Concepts, Emotional Response, and a Creative Activity

Page 12: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

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• Total Objects

• Real has more information than the Virtual, results in higher learning activity:

– H1a: μ Total Activity (Real) > μ Total Activity (Virtual)

– Real (M = 4.5, SD = 2.71)

– Virtual (M = 2.83, SD = 3.43)

– F(1,11) = 4.68, p = 0.05

Main Effects: Environment

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September 21, 2011 Virtual Field Trips, LLC

Main Effects: Environment

• Plant Only Objects

• When Content in the Virtual is Identical to the Real, there is no difference in learning activity:

– H2o: μ Plant-only Activity (Real) = μ Plant-only Activity (Virtual)

– Real (M = 2.75, SD = 1.96)

– Virtual (M = 2.83, SD = 3.43)

– F(1,11) = 0.00, p = 0.95

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September 21, 2011 Virtual Field Trips, LLC

Main Effects: OrderSecond Field Trip,

Real or Virtual, shows more Learning Activity

Practice Makes Perfect!

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September 21, 2011 Virtual Field Trips, LLC

• The t-test for two independent groups (one-tail, post-hoc analysis) was carried out to help explain the results.

• H8a: Total Activity: μ Real(First) < μ Real(After Virtual)– Real (First) (M = 2.8, SD = 2.6)

– Real (After Virtual) (M = 5.8, SD = 1.9)

– t = -2.29, df = 10, p = 0.023 (one-tailed, α = 0.01)

• Prime the Real with the Virtual, as the mean value significantly increased.

Virtual to Real Transfer

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Real to Virtual Transfer

• In the past, such an analysis was impossible for life-critical training -- combat military training.

• Educational and learning applications, the question is valid and viable.

• H9a: Total Activity: μ Virtual(First) < μ Virtual(After Real) – Virtual (First) (M = 0.0, SD = 0.0) – Virtual (After Real) (M = 3.8, SD = 2.4) – t = -3.88, df = 10, p = 0.00 (one-tailed, α = 0.01)

• Reinforce the Real with the Virtual, as the mean value significantly increased.

Page 18: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

Interaction

• Interaction was found (Total Map Annotations by Group)

– The one-way, between-subjects ANOVA produced evidence of interaction for the Total map Annotation learning activity

• H6a: Total Activity: Interaction Groups x Order

– F(1, 5) = 30.69, p = 0.003.

• Thus, some factor is effecting the variables in a non-constant way…

• Something in the real world is having an interesting impact.

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September 21, 2011 Virtual Field Trips, LLC

Salient Events

• Some probability distribution of events, like a “Salamander Find,” that occur only in the real environment, and result in highly salient, personally meaningful memories.

• “Salient Events” are critical for learning and become design features

• If recognized by a teacher, or software, become “Teachable Moments”

• Episodic Memory anchors entire knowledge ontology

Salient Event Teachable Moment

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September 21, 2011 Virtual Field Trips, LLC

Conclusions: Real vs. Virtual

• Real is Superior Overall

• Virtual match the Real for in-curriculum materials

• Practice makes Perfect

• “Salient Events” as Environmental Driven Opportunities for Teachable Moments for Learning, Uniquely Personal, & UI Critical Design Features

• Transfer in Both Directions

• Prime & Reinforce with the Virtual

• Use Real & Virtual Together for Maximized Learning

Page 21: Human Factors and Ergonomics  2011 Maria C. R. Harrington

September 21, 2011 Virtual Field Trips, LLC

Study Two: 2X2 ANOVA

• Study Two: Two Factor ANOVA as a Planed Orthogonal Contrast (POC) on Critical User Interface Software Dimensions (n=64)– Factor 1: Visual Fidelity

• Low Fidelity set to Cartoon Quality• High Fidelity set to Photorealistic Quality

– Factor 2: Navigational Freedom• Low Navigational Freedom set to a virtual path• High Navigational Freedom allow 360 degree exploration at will

• UI and Game Design Parameters?– Knowledge Gained– Salient Events– Emotional Reactions of Curiosity, Beauty, Awe & Wonder, Calm

& Excitement– Acts of Creation & Sharing

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Visual Fidelity

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Navigational Freedom

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Independent Variables Visual Fidelity: Two Levels: Low (LF) and High (HF)Navigational Freedom: Two Levels: Low (LN) and High (HN)

Dependent Variables Knowledge GainedSalient EventsFact Cards InquiredTime in SystemEmotional ReactionsActs of Creation

Study Two: 2X2 ANOVA

Group LFLNn=16)

Visual FidelityN

avig

atio

nal F

reed

omLow Visual Fidelity

(LF)High Visual Fidelity

(HF)Lo

w

Nav

igat

iona

l F

reed

om

(LN

)

Hig

h N

avig

atio

nal

Fre

edom

(H

N) Group LFHN

n=16)Group HFHN

n=16)

Group HFLNn=16)

Group LFLNn=16)

Visual FidelityN

avig

atio

nal F

reed

omLow Visual Fidelity

(LF)High Visual Fidelity

(HF)Lo

w

Nav

igat

iona

l F

reed

om

(LN

)

Hig

h N

avig

atio

nal

Fre

edom

(H

N) Group LFHN

n=16)Group HFHN

n=16)

Group HFLNn=16)

Group LFLNn=16)

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Hypothesis

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Knowledge Gained

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Results: Knowledge Gained

• Navigational Freedom shows Trend– F(1,60) = 2.71, p = 0.105

• Visual Fidelity is Strong and Significant– F(1,60) = 10.54, p = 0.0019

• Significant Evidence of Interaction– F(1, 60) = 4.85, p = 0.0315

• Highest Gains in Condition of High Visual Fidelity & High Navigational Freedom– (M=37.44, SD = 13.88)

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September 21, 2011 Virtual Field Trips, LLC

Salient Events

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Results: Salient Events

• Navigational Freedom shows strong Trend– F(1,60) = 3.23, p = 0.0773

• Visual Fidelity is Strong and Significant– F(1,60) = 4.35, p = 0.00413

• No Interaction– F(1, 60) = 1.48, p = 0.2285

• Highest Counts: Condition of High Visual Fidelity & High Navigational Freedom– (M=16.75, SD = 6.27)

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September 21, 2011 Virtual Field Trips, LLC

Emotional Reactions

• Spearman Rank Correlation Coefficient show– Inquiry to Learning (r =0.700**, p = 0.00) – Awe & Wonder to Total Attitude, (r=0.727**, p =0.000)– Awe & Wonder to Knowledge Gained, (r = 0.273**, p

=0.000)– Beauty to Awe & Wonder (r =0.506**, p=0.000)– And many more on Exploration, Calm, Excitement,

Curiosity, Desire to Share, Create, Presence, and Immersion

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September 21, 2011 Virtual Field Trips, LLC

Future Work

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September 21, 2011 Virtual Field Trips, LLC

SEEE Tripartite Model

• Simulated Ecological Environments for Education (SEEE)– Conceptual,

theoretical, and empirical framework

– Used to explain information flows between the world and the human

– Markov Model?

http://etd.library.pitt.edu/ETD/available/etd-08072008-141657/unrestricted/MariaCRHarrington.pdf

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Child Computer Environment Interface

Truth,Fidelity,

Freedom,Beauty,Awe &

Wonder

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September 21, 2011 Virtual Field Trips, LLC

The Virtual Trillium Trailis available here: http://www.virtualtrilliumtrail.com/index.html