1,958 research outputs found

    A Design Science Approach to High Immersive Mnemonic E-learning

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    Today’s students often have to interact with a lot of information and content, more precisely declarative knowledge, whereas their studying technique often is simple repetition and retention. To facilitate the process of learning the approach of this article is to suggest a novel paradigm of e-learning IS that rely on old memorization strategies. These strategies are based on the mechanism of mental associations like imagery, phonetic similarity or spatial imagination and will be applicable to a vast amount of subjects. In this extended abstract, we describe a mnemonic concept that is meant to encourage further research in mnemonic e-learning. This concept relies on the Method of Loci in combination with a head-mounted display. Due to its highly immersive character, we theorise that a head-mounted display is more appropriate to apply the virtual Method of Loci (vMOL) than a casual desktop display. The application of the vMOL with the help of a desktop display had been analysed in earlier studies. These studies indicated a high potential of the application of a vMOL

    An Immersive Memory Palace: Supporting the Method of Loci with Virtual Reality

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    We investigated the impact of an increased level of immersion on the effectiveness of the method of loci (also memory palace). This is an old memorization strategy which relies on the mental association between the learning content and spatial cues in an environment like an apartment (memory palace). An experiment was conducted in which the participants were assigned to one of two groups. Subjects were instructed to use the method of loci to memorize and recall five lists of words. These lists consisted of eleven words each. The first group was told to use a virtual environment, presented on a laptop, as a template for their memory palace. The second group received an immersive head-mounted-display to explore the memory palace in virtual reality (VR). It was hypothesized and partially shown, that the VR group outperforms the laptop group in terms of accuracy and actual use of the instructed method

    Virtuelle Gedächtnispaläste: Der Einfluss der Gestaltung auf die Erinnerungsleistung

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    This paper is dedicated to the study of an innovative learning software that combines modern technology with an ancient learning method. The introduction briefly describes the current situation on education in the digital transformation and explains how an ancient mnemonic technique, the loci method (or "memory palace"), is being revived in current research. In the traditional version, one must imagine a familiar environment, which then serves as a memory palace. In this memory palace, the learning content is memorized along a route with unusual images. This process is repeated until one is able to walk through the memory palace again in one's mind and "pick up" the contents. The software-supported variant of the loci method is called "virtual memory palace". Here, the training is no longer done in thought, but with the help of a virtual environment, for example on a computer screen. The introduction is followed by theoretical basics on the topics of learning, the loci method, and the aspect of design. This is followed by a structured literature review, which leads to the research question of whether the design of a virtual memory palace has an influence on memory performance. An appropriate research methodology is then evaluated. The argument derives a design-oriented approach used to investigate a research model with multiple cycles and three identified design-relevant domains. The results of the research show that the design of a virtual memory palace does indeed have a significant impact on memory performance. The following implications, hints for future research projects on this topic, as well as a general conclusion are described in the last chapter.Diese Arbeit widmet sich der Untersuchung einer innovativen Lern-Software, die moderne Technologie mit einer antiken Lernmethode verknüpft. Die Einleitung beschreibt in Kürze die aktuelle Situation zum Thema Bildung in der digitalen Transformation und erklärt wie eine antike Mnemotechnik, die Loci-Methode (oder auch „Gedächtnispalast“), in der aktuellen Forschung wiederbelebt wird. In der traditionellen Variante muss man sich eine gewohnte Umgebung vorstellen, die dann als Gedächtnispalast dient. Die Lerninhalte werden in diesem Gedächtnispalast entlang einer Route mit ungewöhnlichen Bildern eingeprägt. Dieser Vorgang wird wiederholt, bis man in der Lage ist seinen Gedächtnispalast in Gedanken erneut abzulaufen, und die Inhalte „abzuholen“. Die softwaregestützte Variante der Loci- Methode nennt sich „virtueller Gedächtnispalast“. Hierbei erfolgt das Training nicht mehr in Gedanken, sondern mithilfe einer virtuellen Umgebung, zum Beispiel an einem Computer Bildschirm. Nach der Einleitung folgen theoretische Grund- lagen zu den Themen Lernen, der Loci-Methode und dem Aspekt Design. Daraufhin wird eine strukturierte Literaturanalyse beschrieben, die in der Forschungsfrage mündet, ob das Design eines virtuellen Gedächtnispalastes einen Einfluss auf die Erinnerungsleistung hat. Danach wird eine passende Forschungsmethodik evaluiert. Die Argumentation leitet eine gestaltungsorientierte Herangehensweise her, die dazu dient ein Forschungsmodell mit mehreren Zyklen und drei identifizierten gestaltungsrelevanten Bereichen zu untersuchen. Die Ergebnisse der Untersuchungen zeigen, dass die Gestaltung eines virtuellen Gedächtnispalastes tatsächlich signifikanten Einfluss auf die Erinnerungsleistung hat. Daraus folgende Implikationen, Hinweise für zukünftige Forschungsvorhaben in diesem Thema, als auch eine allgemeine Schlussfolgerung werden im letzten Kapitel beschrieben

    Immersive Ars Memoria: Evaluating the Usefulness of a Virtual Memory Palace

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    The Method of Loci (also memory palace) is the most powerful mnemonic strategy and was widely analyzed over the last twenty years. Especially, the approach to combine this ancient learning method with modern technology got more and more into the focus of an interdisciplinary research community. Researchers presented their students virtual environments via computer screen or head-mounted displays and instructed them to use these virtual worlds as a template for a memory palace. However, most studies did not investigate the users’ attitude to actually use such a tool in everyday situations. This study addresses this research gap by an experiment and a correlation and regression analysis. Results show significant correlations between the learning success and important factors of the users intention to use a virtual memory palace

    Imaginary Versus Virtual Loci: Evaluating the Memorization Accuracy in a Virtual Memory Palace

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    The Method of Loci (MOL) is a mnemonic strategy to memorize declarative knowledge. In the late 90s researchers started to experimentally analyze the MOL by providing their participants a virtual world. This digital environment was meant to serve the users as a template for their personal memory palace. Past studies differed in central aspects of their experimental design. One difference is that earlier studies integrated the learning content in multiple and different ways. The design of the learning content is an essential aspect and should make a difference based on cognitive theories. This study analyzes if participants perform better with virtually presented learning content or if the MOL works better when users have to imagine the content. Results encourage future concepts of the virtual MOL to implement the learning content in the environment

    Misplacing memories? An enactive approach to the virtual memory palace

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    In this paper, we evaluate the pragmatic turn towards embodied, enactive thinking in cognitive science, in the context of recent empirical research on the memory palace technique. The memory palace is a powerful method for remembering yet it faces two problems. First, cognitive scientists are currently unable to clarify its efficacy. Second, the technique faces significant practical challenges to its users. Virtual reality devices are sometimes presented as a way to solve these practical challenges, but currently fall short of delivering on that promise. We address both issues in this paper. First, we argue that an embodied, enactive approach to memory can better help us understand the effectiveness of the memory palace. Second, we present design recommendations for a virtual memory palace. Our theoretical proposal and design recommendations contribute to solving both problems and provide reasons for preferring an embodied, enactive account over an information-processing treatment of the memory palace

    A Virtual Architecture Framework for Immersive Learning Environments

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    This thesis presents a set of experimental studies to understand the benefits of utilising architectural design to create virtual environments optimised for completing a series of cognitively demanding tasks. Each field of investigation is reviewed separately. The first field of investigation relates to spatial design and analysis from an architectural standpoint. The second is concerned with memory, spatial abilities, and embodied cognition. Two VR-based user-studies are designed to further explore the potential interactions between these fields of knowledge. An initial experiment called “Archimemory” is based on a memory palace, a historical mnemonic technique, to explore how spatial knowledge representation can enhance memory retrieval. It compares the benefits of using different architectural designs in VR to support participants’ recall accuracy of a sequence of playing cards. The main user study,called the "Immersive Virtual Architecture Studio" (IVAS), validates a new methodology to study the effect of spatial qualities on embodied cognition related tasks. A spatial analysis using the isovist technique provides an objective approach to measure spatial qualities such as openness and complexity. Participants have to perform a batch of cognitive tasks in the IVAS. Results from the spatial analysis are compared to participants subjective rating of the same spatial qualities as well as their performance.Findings suggest that a spatial performance metric can be evaluated for each room, for instance, it was the highest in the case of the more closed (fewer windows) and more complex (with columns) condition. The combination of spatial analysis and performance metrics obtained from these two novel VR applications, Archimemory and IVAS, leads this research to form a Virtual Architecture Framework. Guidelines are proposed for VR architects, UX designers and scientists to adopt this framework to support further exploration and evaluation of spatial design to enhance human cognitive abilities when experiencing immersive learning environments

    Enhancing Organizational Memory Through Virtual Memoryscapes: Does It Work?

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    Enhancing cognitive memory through virtual reality represents an issue, that has never been investigated in organizational settings. Here, we compared a virtual memoryscape (treatment) – an immersive virtual environment used by subjects as a shared memory tool based on spatial navigation – with respect to the traditional individual-specific mnemonic tool based on the “method of loci” (control). A memory task characterized by high ecological validity was administered to 82 subjects employed by large banking group. Memory recall was measured, for both groups, immediately after the task (Phase 1) and one week later (Phase 2). Results show that (i) in Phase 1, the method of loci was more efficient in terms of recalling information than the to the virtual memoryscape; (ii) in Phase 2, there was no difference. Compared to the method of loci, the virtual memoryscape presents the advantages – relevant for organizations – of being collective, controllable, dynamic, and non-manipulable

    How Spatial Presence in VR Affects Memory Retention and Motivation on Second Language Learning: A Comparison of Desktop and Immersive VR-Based Learning

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    Virtual Reality (VR) software and hardware are becoming increasingly stable as are the production values for VR content. This progress makes it essential to research the impacts of language learning in VR to provide directions and guidelines for the field of educational technology. This research examines the efficacy of media effects and memory retention in language learning through computer assistance with an increased focus on VR. This paper evaluates the effectiveness of using VR as a method for the second language (L2) learning. It is assumed that VR uses latent acquisition when used for learning L2, increasing memory retention by producing spatial presence and a stronger immersion experience. Thus, the VR method has potential to be an effective novel approach that uses subconscious mechanisms of memory coding, ‘Method of Loci’, to facilitate the acquisition of new words through learning. In order to corroborate it, immersive and desktop learning environments based on VR need to be compared to analyze the media’s impact on constructs, such as spatial presence, memory, enjoyment, and motivation. The Korean language learning module and a test were administered to a group of participants, none of whom had a prior learning experience with the Korean language. The research implication is a positive correlation between media and medium impacts with findings that provide an important foundation in the fields of language education and media communications. Accordingly, L2 learning through VR offers a novel method to learning new languages by facilitating convenience and effectiveness

    Andando pela estrada da memória: uma abordagem de realidade virtual para suporte ao estudo do ajuste mnemónico para a contaminação

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    Biologically, humans have evolved to adapt against pathogens but, since fighting them can have negative implication to the body, a set of mechanisms have evolved towards avoiding contamination, called the Behavioral Immune System (BIS). To better understand the BIS, Experimental Psychology studies its impact by conducting experiments where a participant is exposed to several objects some of which are presented as having been in contact with a source of contamination (e.g., a sick person).To ensure the safety of the participants, these experiments typically rely on photographs of the objects and individuals and on background stories establishing the connection between both, which requires some imagination effort, from the participant, and affects the realism of the experiment. To move the research on BIS and memory into a potentially more ecologically-valid setting, the current work proposes a Virtual Reality (VR) based approach where 360º videos are used as stimuli, during the experiments. To this end, a set of tools were devised to support creating and cataloging videos, and to configure and control their presentation to the participant, in the virtual environment. At an early stage, a partial version of the platform served as grounds for a pilot study aiming to assess the overall adequateness of the proposal and validate acquisition parameters for the stimuli. The positive outcomes of this study informed the development of the complete Experiment Support System and, at its current stage, results from an evaluation with ten users show a good level of usability. Considering that the proposed system already supports the implementation of the designed experimental protocol, it establishes a promising ground for further evolving the research regarding the Mnemonic Tuning for Contamination.Biologicamente, os seres humanos evoluíram para se adaptarem contra os agentes patogénicos, mas, uma vez que combatê-los pode ter implicações negativas no corpo, um conjunto de mecanismos evoluiu para evitar a contaminação, chamado Sistema Imunológico Comportamental (BIS). Para melhor compreender o BIS, a Psicologia Experimental estuda o seu impacto através da realização de experiências em que um participante é exposto a vários objetos, alguns dos quais são apresentados como tendo estado em contacto com uma fonte de contaminação (por exemplo, uma pessoa doente). Para garantir a segurança dos participantes, estas experiências normalmente contam com fotografias dos objetos e indivíduos e em histórias de fundo que estabelecem a ligação entre ambos, o que requer algum esforço de imaginação, do participante, e afeta o realismo da experiência. Para mover a pesquisa sobre o BIS e a memória para um cenário potencialmente mais válido ecologicamente, o trabalho atual propõe uma abordagem baseada em Realidade Virtual (VR) onde vídeos de 360º são usados como estímulos, durante as experiências. Para tal, foi concebido um conjunto de ferramentas para apoiar a criação e catalogação de vídeos, e para configurar e controlar a sua apresentação ao participante, no ambiente virtual. Numa fase inicial, uma versão parcial da plataforma serviu de base a um estudo piloto com o objetivo de avaliar a adequação global da proposta e validar os parâmetros de aquisição para os estímulos. Os resultados positivos deste estudo informaram o desenvolvimento do sistema completo de suporte a experiências e, na sua fase atual, uma avaliação com dez utilizadores mostrou um bom nível de usabilidade. Tendo em conta que o sistema proposto já apoia a implementação do protocolo experimental concebido, estabelece um terreno promissor para uma maior evolução da investigação do ajuste mnemónico para a contaminação.Mestrado em Engenharia de Computadores e Telemátic
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