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dc.contributor.authorWatson, Paulen_US
dc.contributor.authorGaudl, Swen E.en_US
dc.contributor.editorOrlosky, Jason and Reiners, Dirk and Weyers, Benjaminen_US
dc.date.accessioned2021-09-07T05:53:45Z
dc.date.available2021-09-07T05:53:45Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-142-7
dc.identifier.issn1727-530X
dc.identifier.urihttps://doi.org/10.2312/egve.20211321
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20211321
dc.description.abstractThe spaces we inhabit can shape and influence the way in which we learn or reinforce information. Virtual reality (VR) is a technology that allows us to alter and create designed environments with great freedom over the visual, audio, and narrative elements. This freedom would benefit from further guidelines that detail approaches and implementations to best achieve desired information delivery goals. In this paper we present findings of a study that applies location-based memory strategies to VR environments, with the aim to aid word list recall without the subjects being required to apply any memory strategy themselves. Our findings suggest that VR may interfere with the incidental processing of multiple rooms and potential aid to recall as demonstrated in real world studies.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.subjectApplied computing
dc.subjectInteractive learning environments
dc.titleWalking Through Virtual Doors: A Study on the Effects of Virtual Location Changes on Memoryen_US
dc.description.seriesinformationICAT-EGVE 2021 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.description.sectionheadersEducation and Immersion
dc.identifier.doi10.2312/egve.20211321
dc.identifier.pages1-7


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