Skip to main content
Erschienen in: Education and Information Technologies 5/2024

27.07.2023

The impact of immersive virtual reality on art education: A study of flow state, cognitive load, brain state, and motivation

verfasst von: Xiaozhe Yang, Pei-Yu Cheng, Xin Liu, Sheng-Pao Shih

Erschienen in: Education and Information Technologies | Ausgabe 5/2024

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper presents a new art metaverse prototype, constructed using virtual reality technology to create an immersive scene with a specific artistic style and integrate virtual avatar technology to allow interaction with characters in the art painting. Ninety-six college students participated in the study, divided into two groups: the virtual reality group (N = 48), who explored the art metaverse, and the computer group (N = 48), who engaged in traditional art appreciation by viewing artworks on a screen. Both groups then participated in art painting activities. The results showed that the virtual reality group experienced a significantly more positive impact on their art attitude compared to the computer group. Furthermore, EEG attention monitoring revealed that during the art painting activity following the art appreciation activity, the virtual reality group demonstrated significantly higher attention levels than the computer group. This study highlights the potential of virtual reality technology to enhance art appreciation and provides valuable insights for the future development of virtual reality metaverses.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Anhänge
Nur mit Berechtigung zugänglich
Literatur
Zurück zum Zitat Atilola, O., Tomko, M., & Linsey, J. S. (2016). The effects of representation on idea generation and design fixation: A study comparing sketches and function trees. Design Studies, 42, 110–136.CrossRef Atilola, O., Tomko, M., & Linsey, J. S. (2016). The effects of representation on idea generation and design fixation: A study comparing sketches and function trees. Design Studies, 42, 110–136.CrossRef
Zurück zum Zitat Bakker, A. B. (2005). Flow among music teachers and their students: The crossover of peak experiences. Journal of Vocational Behavior, 66(1), 26–44.CrossRef Bakker, A. B. (2005). Flow among music teachers and their students: The crossover of peak experiences. Journal of Vocational Behavior, 66(1), 26–44.CrossRef
Zurück zum Zitat Bamatraf, S., Hussain, M., Aboalsamh, H., Qazi, E. U. H., Malik, A. S., Amin, H. U., ... & Imran, H. M. (2016). A system for true and false memory prediction based on 2D and 3D educational contents and EEG brain signals. Computational Intelligence and Neuroscience, 2016, 45–45. Bamatraf, S., Hussain, M., Aboalsamh, H., Qazi, E. U. H., Malik, A. S., Amin, H. U., ... & Imran, H. M. (2016). A system for true and false memory prediction based on 2D and 3D educational contents and EEG brain signals. Computational Intelligence and Neuroscience, 2016, 45–45.
Zurück zum Zitat Bellani, M., Fornasari, L., Chittaro, L., & Brambilla, P. (2011). Virtual reality in autism: State of the art. Epidemiology and Psychiatric Sciences, 20(3), 235–238.CrossRef Bellani, M., Fornasari, L., Chittaro, L., & Brambilla, P. (2011). Virtual reality in autism: State of the art. Epidemiology and Psychiatric Sciences, 20(3), 235–238.CrossRef
Zurück zum Zitat Bloom, B. S., College, C. O., & Examiners, U. (1964). Taxonomy of educational objectives (Vol. 2). Longmans. Bloom, B. S., College, C. O., & Examiners, U. (1964). Taxonomy of educational objectives (Vol. 2). Longmans.
Zurück zum Zitat Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. Wiley.CrossRef Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. Wiley.CrossRef
Zurück zum Zitat Cassidy, C. A., Fabola, A., Rhodes, E., & Miller, A. (2018). The Making and Evaluation of Picts and Pixels: Mixed Exhibiting in the Real and the Unreal.Communications in Computer and Information Science [Immersive learning research network]. 4th Annual International Conference of the Immersive-Learning-Research-Network (iLRN), Univ Montana, Missoula, MT. Cassidy, C. A., Fabola, A., Rhodes, E., & Miller, A. (2018). The Making and Evaluation of Picts and Pixels: Mixed Exhibiting in the Real and the Unreal.Communications in Computer and Information Science [Immersive learning research network]. 4th Annual International Conference of the Immersive-Learning-Research-Network (iLRN), Univ Montana, Missoula, MT.
Zurück zum Zitat Challenor, J., & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction, 3(2), 39.CrossRef Challenor, J., & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction, 3(2), 39.CrossRef
Zurück zum Zitat Chen, C. M., & Huang, S. H. (2014). Web-based reading annotation system with an attention-based self-regulated learning mechanism for promoting reading performance. British Journal of Educational Technology, 45(5), 959–980.CrossRef Chen, C. M., & Huang, S. H. (2014). Web-based reading annotation system with an attention-based self-regulated learning mechanism for promoting reading performance. British Journal of Educational Technology, 45(5), 959–980.CrossRef
Zurück zum Zitat Collins, C. (2008). Looking to the future: Higher education in the Metaverse. Educause Review, 43(5), 51–63. Collins, C. (2008). Looking to the future: Higher education in the Metaverse. Educause Review, 43(5), 51–63.
Zurück zum Zitat Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention (p. 39). HarperPerennial. Csikszentmihalyi, M. (1997). Flow and the psychology of discovery and invention (p. 39). HarperPerennial.
Zurück zum Zitat Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press. Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal experience: Psychological studies of flow in consciousness. Cambridge University Press.
Zurück zum Zitat De Boer, I., Wesselink, P., & Vervoorn, J. (2016). Student performance and appreciation using 3D vs. 2D vision in a virtual learning environment. European Journal of Dental Education, 20(3), 142–147.CrossRef De Boer, I., Wesselink, P., & Vervoorn, J. (2016). Student performance and appreciation using 3D vs. 2D vision in a virtual learning environment. European Journal of Dental Education, 20(3), 142–147.CrossRef
Zurück zum Zitat Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International Journal of Emerging Technologies in Learning (iJET), 15(15), 94–109.CrossRef Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International Journal of Emerging Technologies in Learning (iJET), 15(15), 94–109.CrossRef
Zurück zum Zitat Dionisio, J. D. N., Burns, W. G., III., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1–38.CrossRef Dionisio, J. D. N., Burns, W. G., III., & Gilbert, R. (2013). 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys (CSUR), 45(3), 1–38.CrossRef
Zurück zum Zitat Duncum, P. (2002). Visual culture art education: Why, what and how. International Journal of Art & Design Education, 21(1), 14–23.CrossRef Duncum, P. (2002). Visual culture art education: Why, what and how. International Journal of Art & Design Education, 21(1), 14–23.CrossRef
Zurück zum Zitat Egger, J., Gall, M., Wallner, J., Boechat, P., Hann, A., Li, X., Chen, X., & Schmalstieg, D. (2017). HTC Vive MeVisLab integration via OpenVR for medical applications. PLoS ONE, 12(3), e0173972.CrossRef Egger, J., Gall, M., Wallner, J., Boechat, P., Hann, A., Li, X., Chen, X., & Schmalstieg, D. (2017). HTC Vive MeVisLab integration via OpenVR for medical applications. PLoS ONE, 12(3), e0173972.CrossRef
Zurück zum Zitat Forseth, S. D. (1980). Art activities, attitudes, and achievement in elementary mathematics. Studies in Art Education, 21(2), 22–27.CrossRef Forseth, S. D. (1980). Art activities, attitudes, and achievement in elementary mathematics. Studies in Art Education, 21(2), 22–27.CrossRef
Zurück zum Zitat Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21(3), 95–113.CrossRef Fox, J., Arena, D., & Bailenson, J. N. (2009). Virtual reality: A survival guide for the social scientist. Journal of Media Psychology, 21(3), 95–113.CrossRef
Zurück zum Zitat Freeman, D., Evans, N., Lister, R., Antley, A., Dunn, G., & Slater, M. (2014). Height, social comparison, and paranoia: An immersive virtual reality experimental study. Psychiatry Research, 218(3), 348–352.CrossRef Freeman, D., Evans, N., Lister, R., Antley, A., Dunn, G., & Slater, M. (2014). Height, social comparison, and paranoia: An immersive virtual reality experimental study. Psychiatry Research, 218(3), 348–352.CrossRef
Zurück zum Zitat Hacmun, I., Regev, D., & Salomon, R. (2018). The principles of art therapy in virtual reality [Article]. Frontiers in Psychology, 9(Oct.), 2082–2089.CrossRef Hacmun, I., Regev, D., & Salomon, R. (2018). The principles of art therapy in virtual reality [Article]. Frontiers in Psychology, 9(Oct.), 2082–2089.CrossRef
Zurück zum Zitat Huang, Y.-C., & Han, S. R. (2014). An immersive virtual reality museum via second life. International Conference on Human-Computer Interaction. Huang, Y.-C., & Han, S. R. (2014). An immersive virtual reality museum via second life. International Conference on Human-Computer Interaction.
Zurück zum Zitat Hwang, G.-J., & Chien, S.-Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 3, 100082. Hwang, G.-J., & Chien, S.-Y. (2022). Definition, roles, and potential research issues of the metaverse in education: An artificial intelligence perspective. Computers and Education: Artificial Intelligence, 3, 100082.
Zurück zum Zitat Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121–130.CrossRef Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013). A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Computers & Education, 69, 121–130.CrossRef
Zurück zum Zitat Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport and Exercise Psychology, 18(1), 17–35.CrossRef Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport and Exercise Psychology, 18(1), 17–35.CrossRef
Zurück zum Zitat Jones, M., Lawler, M. J., Hintz, E., Bench, N., Mangrubang, F., & Trullender, M. (2014). Head mounted displays and deaf children: Facilitating sign language in challenging learning environments. Proceedings of the 2014 conference on Interaction design and children. Jones, M., Lawler, M. J., Hintz, E., Bench, N., Mangrubang, F., & Trullender, M. (2014). Head mounted displays and deaf children: Facilitating sign language in challenging learning environments. Proceedings of the 2014 conference on Interaction design and children.
Zurück zum Zitat Kaimal, G., Carroll-Haskins, K., Berberian, M., Dougherty, A., Carlton, N., & Ramakrishnan, A. (2020). Virtual reality in art therapy: A pilot qualitative study of the novel medium and implications for practice. Art Therapy, 37(1), 16–24.CrossRef Kaimal, G., Carroll-Haskins, K., Berberian, M., Dougherty, A., Carlton, N., & Ramakrishnan, A. (2020). Virtual reality in art therapy: A pilot qualitative study of the novel medium and implications for practice. Art Therapy, 37(1), 16–24.CrossRef
Zurück zum Zitat Kassim, H., Nicholas, H., & Ng, W. (2014). Using a multimedia learning tool to improve creative performance [Article]. Thinking Skills and Creativity, 13(Sep.), 9–19.CrossRef Kassim, H., Nicholas, H., & Ng, W. (2014). Using a multimedia learning tool to improve creative performance [Article]. Thinking Skills and Creativity, 13(Sep.), 9–19.CrossRef
Zurück zum Zitat Keefe, D. F., Feliz, D. A., Moscovich, T., Laidlaw, D. H., & LaViola Jr, J. J. (2001). CavePainting: A fully immersive 3D artistic medium and interactive experience. Proceedings of the 2001 symposium on Interactive 3D graphics. Keefe, D. F., Feliz, D. A., Moscovich, T., Laidlaw, D. H., & LaViola Jr, J. J. (2001). CavePainting: A fully immersive 3D artistic medium and interactive experience. Proceedings of the 2001 symposium on Interactive 3D graphics.
Zurück zum Zitat Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual Reality, 23, 1–15.CrossRef Krokos, E., Plaisant, C., & Varshney, A. (2019). Virtual memory palaces: Immersion aids recall. Virtual Reality, 23, 1–15.CrossRef
Zurück zum Zitat Ma, Z. Z., Zhang, H. B., Niu, M. E., Ding, Y. H., Zhou, Y., Yang, Q., Wang, J. L., Zhu, X. W., Qian, C. Y., & Su, M. (2022). Construction of pelvic floor muscle rehabilitation training program for patients undergoing laparoscopic radical prostatectomy. Translational Cancer Research, 11(2), 392–402. https://doi.org/10.21037/tcr-21-2738CrossRef Ma, Z. Z., Zhang, H. B., Niu, M. E., Ding, Y. H., Zhou, Y., Yang, Q., Wang, J. L., Zhu, X. W., Qian, C. Y., & Su, M. (2022). Construction of pelvic floor muscle rehabilitation training program for patients undergoing laparoscopic radical prostatectomy. Translational Cancer Research, 11(2), 392–402. https://​doi.​org/​10.​21037/​tcr-21-2738CrossRef
Zurück zum Zitat Madjar, N., & Shalley, C. E. (2008). Multiple tasks’ and multiple goals’ effect on creativity: Forced incubation or just a distraction? Journal of Management, 34(4), 786–805.CrossRef Madjar, N., & Shalley, C. E. (2008). Multiple tasks’ and multiple goals’ effect on creativity: Forced incubation or just a distraction? Journal of Management, 34(4), 786–805.CrossRef
Zurück zum Zitat Mannopovna, J. O., Uralovna, J. F., & Rahmatullayevna, M. S. (2020). Formation of artistic perception of future teachers. International Journal of Psychosocial Rehabilitation, 24(6), 518–526. Mannopovna, J. O., Uralovna, J. F., & Rahmatullayevna, M. S. (2020). Formation of artistic perception of future teachers. International Journal of Psychosocial Rehabilitation, 24(6), 518–526.
Zurück zum Zitat Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40.CrossRef Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29–40.CrossRef
Zurück zum Zitat Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752.CrossRef Nevelsteen, K. J. (2018). Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse. Computer Animation and Virtual Worlds, 29(1), e1752.CrossRef
Zurück zum Zitat Ondrejka, C. (2004). Escaping the gilded cage: User created content and building the metaverse. New York Law School Law Review, 49, 81. Ondrejka, C. (2004). Escaping the gilded cage: User created content and building the metaverse. New York Law School Law Review, 49, 81.
Zurück zum Zitat OuYang, Y., Yin, M.-C., & Wang, P. (2010). Cognitive load and learning effects of mobile learning for the students with different learning styles. International Journal of Mobile Learning and Organisation, 4(3), 281–293.CrossRef OuYang, Y., Yin, M.-C., & Wang, P. (2010). Cognitive load and learning effects of mobile learning for the students with different learning styles. International Journal of Mobile Learning and Organisation, 4(3), 281–293.CrossRef
Zurück zum Zitat Parsons, T. D., Gaggioli, A., & Riva, G. (2017). Virtual reality for research in social neuroscience. Brain Sciences, 7(4), 42.CrossRef Parsons, T. D., Gaggioli, A., & Riva, G. (2017). Virtual reality for research in social neuroscience. Brain Sciences, 7(4), 42.CrossRef
Zurück zum Zitat Poppenk, J., Köhler, S., & Moscovitch, M. (2010). Revisiting the novelty effect: When familiarity, not novelty, enhances memory. Journal of Experimental Psychology: Learning, Memory, and Cognition, 36(5), 1321. Poppenk, J., Köhler, S., & Moscovitch, M. (2010). Revisiting the novelty effect: When familiarity, not novelty, enhances memory. Journal of Experimental Psychology: Learning, Memory, and Cognition, 36(5), 1321.
Zurück zum Zitat Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., & Alcañiz, M. (2007). Affective interactions using virtual reality: The link between presence and emotions. Cyberpsychology & Behavior, 10(1), 45–56.CrossRef Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., Gaggioli, A., Botella, C., & Alcañiz, M. (2007). Affective interactions using virtual reality: The link between presence and emotions. Cyberpsychology & Behavior, 10(1), 45–56.CrossRef
Zurück zum Zitat Simo, A. (2019). Virtual reality and art concepts, techniques, past and present. Arte y Políticas de Identidad, 20, 131–146.CrossRef Simo, A. (2019). Virtual reality and art concepts, techniques, past and present. Arte y Políticas de Identidad, 20, 131–146.CrossRef
Zurück zum Zitat Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93.CrossRef Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93.CrossRef
Zurück zum Zitat Sun, J. C. Y., & Yeh, K. P. C. (2017). The effects of attention monitoring with EEG biofeedback on university students’ attention and self-efficacy: The case of anti-phishing instructional materials. Computers & Education, 106, 73–82.CrossRef Sun, J. C. Y., & Yeh, K. P. C. (2017). The effects of attention monitoring with EEG biofeedback on university students’ attention and self-efficacy: The case of anti-phishing instructional materials. Computers & Education, 106, 73–82.CrossRef
Zurück zum Zitat Sweller, J., Van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251–296.CrossRef Sweller, J., Van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10(3), 251–296.CrossRef
Zurück zum Zitat Tsai, M.-J., Huang, L.-J., Hou, H.-T., Hsu, C.-Y., & Chiou, G.-L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115–129.CrossRef Tsai, M.-J., Huang, L.-J., Hou, H.-T., Hsu, C.-Y., & Chiou, G.-L. (2016). Visual behavior, flow and achievement in game-based learning. Computers & Education, 98, 115–129.CrossRef
Zurück zum Zitat Venn, M. L., Wolery, M., Werts, M. G., Morris, A., DeCesare, L. D., & Cuffs, M. S. (1993). Embedding instruction in art activities to teach preschoolers with disabilities to imitate their peers. Early Childhood Research Quarterly, 8(3), 277–294.CrossRef Venn, M. L., Wolery, M., Werts, M. G., Morris, A., DeCesare, L. D., & Cuffs, M. S. (1993). Embedding instruction in art activities to teach preschoolers with disabilities to imitate their peers. Early Childhood Research Quarterly, 8(3), 277–294.CrossRef
Zurück zum Zitat Wan, B., Huang, W., Bai, L., & Guo, J. (2021). Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation. 2021 7th International Conference of the Immersive Learning Research Network (iLRN). Wan, B., Huang, W., Bai, L., & Guo, J. (2021). Using Support Vector Machine on EEG Signals for College Students' Immersive Learning Evaluation. 2021 7th International Conference of the Immersive Learning Research Network (iLRN).
Zurück zum Zitat Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225–240.CrossRef Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225–240.CrossRef
Zurück zum Zitat Xu, J., & Zhong, B. (2018). Review on portable EEG technology in educational research. Computers in Human Behavior, 81, 340–349. Xu, J., & Zhong, B. (2018). Review on portable EEG technology in educational research. Computers in Human Behavior, 81, 340–349.
Zurück zum Zitat Yang, X., Lin, L., Cheng, P.-Y., Yang, X., Ren, Y., & Huang, Y.-M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 1231–1254.CrossRef Yang, X., Lin, L., Cheng, P.-Y., Yang, X., Ren, Y., & Huang, Y.-M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 1231–1254.CrossRef
Zurück zum Zitat Yang, X., Cheng, P.-Y., Lin, L., Huang, Y. M., & Ren, Y. (2019a). Can an integrated system of electroencephalography and virtual reality further the understanding of relationships between attention, meditation, flow state, and creativity? Journal of Educational Computing Research, 57(4), 846–876.CrossRef Yang, X., Cheng, P.-Y., Lin, L., Huang, Y. M., & Ren, Y. (2019a). Can an integrated system of electroencephalography and virtual reality further the understanding of relationships between attention, meditation, flow state, and creativity? Journal of Educational Computing Research, 57(4), 846–876.CrossRef
Zurück zum Zitat Yang, X., Lin, L., Cheng, P.-Y., Yang, X., & Ren, Y. (2019b). Which EEG feedback works better for creativity performance in immersive virtual reality: The reminder or encouraging feedback? Computers in Human Behavior, 99, 345–351.CrossRef Yang, X., Lin, L., Cheng, P.-Y., Yang, X., & Ren, Y. (2019b). Which EEG feedback works better for creativity performance in immersive virtual reality: The reminder or encouraging feedback? Computers in Human Behavior, 99, 345–351.CrossRef
Zurück zum Zitat Yu, L., & Gong, P. (2012). Google Earth as a virtual globe tool for Earth science applications at the global scale: Progress and perspectives. International Journal of Remote Sensing, 33(12), 3966–3986.CrossRef Yu, L., & Gong, P. (2012). Google Earth as a virtual globe tool for Earth science applications at the global scale: Progress and perspectives. International Journal of Remote Sensing, 33(12), 3966–3986.CrossRef
Metadaten
Titel
The impact of immersive virtual reality on art education: A study of flow state, cognitive load, brain state, and motivation
verfasst von
Xiaozhe Yang
Pei-Yu Cheng
Xin Liu
Sheng-Pao Shih
Publikationsdatum
27.07.2023
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 5/2024
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-023-12041-8

Weitere Artikel der Ausgabe 5/2024

Education and Information Technologies 5/2024 Zur Ausgabe

Premium Partner