Lomonosov Psychology Journal
ISSN 0137-0936
eISSN 2309-9852
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ISSN 0137-0936
eISSN 2309-9852

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virtual reality

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Kovalev A.I., Rogoleva J.A., Egorov S.Yu. (2019). A Comparison of the Effectiveness of Learning Using Virtual Reality and Traditional Educational Methods. Moscow University Psychology Bulletin, 4, 44-58

Background. Virtual reality technologies (VR) allow users to absorb a lot of visual information in a short time and have become an important feature in education. The advisability of using virtual reality as a tool to improve the learning processes in the modern digital environment is an open question. Despite some studies devoted to assessing the effectiveness of virtual reality applications to the education process, there are no clear conclusions on this issue.

Objective. The study of features of foreign language learning material using VR.

Design. 29 young participants (22 females, 7 males) with a high level of foreign language competence were selected. They received three types of stimuli: text, 2D video, and VR. The efficiency of their learning was tested with questions before and after each experiment. VR stimuli were presented by Samsung Gear VR.

Results. It was shown that “VR” and “Text” conditions were the most efficient material for foreign language learning as compared to the “2D-video” condition. The results also showed a strong negative correlation between the participants’ baseline level of knowledge and their knowledge gain under all experimental conditions.

Conclusion. VR offers an effective method for improving the process of learning, but traditional teaching methods still play an important role in education. Young people in the modern world have developed ways to use the VR as an educational tool.

Acknowledgments: The study was supported by the Russian Federal Property Fund grant No. 18-29-22049.

Received: 08/10/2019

Accepted: 09/02/2019

Pages: 44-58

DOI: 10.11621/vsp.2019.04.44

Keywords: virtual reality; digital education; foreign language; educational process; informational environment;

By: ; ; ;

Available Online: 08/31/2019

Bystrova T.Yu., Tokarskaya L.V., Aguilera G.R. (2019). Possible Uses of Hyperreality in the Socialization and Education of Children with Mental Disorders. Moscow University Psychology Bulletin, 4, 144-159

Background. The relevanceof this study is determined by society’s growing interest in the process of socialization of persons with mental disorders, which determines the need to find new means and methods of support for them based on modern technology.

Objective. To determine the possibilities of using virtual and augmented reality in the educational environment for children with mental disorders.

Design. The authors carried out a pilot study, including a survey of teachers and an evaluation of the perception of children with mental disorders of images of augmented and virtual reality. The mental disorders referred to in the article are understood to be autism spectrum disorders, combined with mental retardation. In total, 10 teachers and 14 children of the study group were interviewed.

ResultsData from the survey of teachers showed that children with mental disorders have difficulty in processing visual information; they like the interactivity of forms, and they can be attached to certain things (books, places), which should be considered when developing scenarios for using devices with hyperreality. Data from the survey of the children showed that they like the most familiar objects, and that they usually don’t perceive complex images and unknown symbols; they tend to pay attention to the small details of objects. They usually select images which use primary colors and cool tones. Observations have shown that children with mental disorders often navigate the interface of unfamiliar devices faster than the owners of the devices. By changing the size of the image, they seem to help themselves find the answer to the question.

Conclusion. Our data confirmed the possibility of using hyperreality in the education of persons with mental disorders, and concretized ideas about the features of pattern recognition in virtual and augmented reality. Particular attention was paid to the characteristics of the form of not only the images, but also the technical devices, since the design is interpreted as an "adapter" of virtual and augmented reality images to the current state of the recipient.

Received: 07/25/2019

Accepted: 09/10/2019

Pages: 144-159

DOI: 10.11621/vsp.2019.04.144

Keywords: virtual reality; augmented reality; hyperreality; mental disorders; education; socialization;

By: ; ; ;

Available Online: 08/31/2019

Menshikova G.Ya., Kovalev A.I. (2018). The role of optokinetic nystagmus in vection illusion perception. Moscow University Psychology Bulletin, 4, 135-148

Relevance. It is one of very important tasks of modern neuroscience to investigate the psychological and psychophysiological mechanisms of body orientation processes. Particularly due to the growth in use of visualization and simulation technologies (virtual reality, projection displays, aircraft simulators). The application of such systems is often associated with mismatch between different sensory signals. One of the phenomena resulting from this mismatch is the self-motion illusion – the perception of own movement by a motionless person observing a moving visual stimulus occupying a large part of field of view.

Objective. Investigation the role of optokinetic nystagmus in self-motion illusion. The virtual optokinetic drum rotating at 30, 45 and 60 deg/s was used as a stimulus. The drum was presented using CAVE virtual reality system. 17 healthy participants took part in the experiment. The slow phases of nystagmus during self-motion illusion perception were analyzed. 

Results. The more the drum rotation speed, the more the illusion intensity and slow phases duration. Also the disturbances in slow phase realization led to increase the illusion intensity. The restoration of nystagmus reduced the illusion. Thus it was found that optokinetic nystagmus is a component of a human space orientation system and the nystagmus also adjusts the illusion perception. The effectiveness of application of CAVE virtual reality system in complicated cognitive processes investigation was proved.

Received: 10/18/2018

Accepted: 10/25/2018

Pages: 135-148

DOI: 10.11621/vsp.2018.04.135

Keywords: visual perception; vection; virtual reality; eye movements; optokinetic nystagmus;

By: ; ;

Available Online: 12/01/2018

Velichkovskiy B.B. (2016). Impact detection and error correction on the phenomenon of presence in virtual environments. Moscow University Psychology Bulletin, 3, 25-33

The phenomenon of presence is the subjective sense of realistic interaction with the virtual environment. Presence is an important factor in the effectiveness of the use of virtual reality systems. On the occurrence and severity of presence phenomenon influenced by both technological and psychological factors, including cognitive control. Special influence on the emergence of the phenomenon of presence can have a system of monitoring and correction of errors associated with detection and neutralization of differences between expected and actual results of the cognitive activities. It examined the extent to which the effectiveness of monitoring and error correction (estimated through the effects of slowing down after an error and adapt to the conflict) is related to the aspects of the presence phenomenon. For high-immersive (CAVE) and lowimmersive (standard display) environments, it was shown that (1) efficient error correction prevents the negative physical effects associated with the working in a virtual environment, and (2) effective detection of cognitive conflicts prevent the emergence of the phenomenon of presence through detecting unnatural virtual scenario. In low-immersive environment conflict detection also prevented the formation of emotional involvement in a virtual scenario.

Received: 10/10/2016

Accepted: 11/01/2016

Pages: 25-33

DOI: 10.11621/vsp.2016.03.25

Keywords: virtual reality; presence; cognitive control; error monitoring; post-error slowing; conflict adaptation;

By: ;

Available Online: 11/15/2016

Voiskounsky A.E., Menshikova G.Ya. (2008). The use of virtual reality systems in psychology. Moscow University Psychology Bulletin,1,22-36

In the article experimental investigations, performed in virtual reality (VR) systems, are considered. Perspective modifications of research paradigm in cognitive, orga4 nizational, social, clinical psychology are described. The possibility of application of VR technology in educational psychology, psychotherapy and psychological rehabilitation are discussed.

Received: 01/10/2008

Pages: 22-36

Keywords: virtual reality; experimental psychology; interaction; perception; training; psychotherapy; modeling;

By: ; ;