With the increase in life expectancy, opportunities for lifelong learning have expanded, even beyond formal education. As a public broadcaster, we aim to produce high-quality educational content that not only meets individual learning needs immediately after viewing but also has a lasting impact on viewers’ lives. Recently, virtual reality (VR) content has gained significant attention, with studies reporting its positive effects on user motivation and engagement. However, much of this research evaluates content not produced by professional creators. In this study, we applied conventional two-dimensional (2D) production techniques to produce high-quality, commercial-level video content in both VR and 2D formats, ensuring consistent design across both. We conducted viewing experiments to evaluate the educational effectiveness of the content. Participants viewed the VR content using a head-mounted display (HMD) and a free-viewpoint tablet, while the 2D content was displayed on an 8K monitor. Educational effectiveness was measured through comprehension tests, practical tests, and questionnaire surveys. The results showed no significant differences in educational effectiveness between VR and 2D content. However, VR viewing exhibited slightly greater potential to foster shifts in awareness related to motivation and interest compared to 2D viewing. From an educational perspective, this finding suggests that conventional 2D production techniques can be effectively adapted for VR content. At the same time, the unique features of VR, such as its free-viewpoint capabilities, highlight the need for specialized production methods tailored to VR to further enhance its educational impact.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Educational Effectiveness of VR/2D Videos Produced Using Equivalent Conventional 2D Video Production Method

  • Kikuka Miura,
  • Yasuhito Sawahata,
  • Yuji Ujihashi,
  • Masahiro Usui,
  • Kodai Kikuchi,
  • Masaru Tanaka,
  • Masaru Miyazaki,
  • Kazuteru Komine,
  • Hironori Egi

摘要

With the increase in life expectancy, opportunities for lifelong learning have expanded, even beyond formal education. As a public broadcaster, we aim to produce high-quality educational content that not only meets individual learning needs immediately after viewing but also has a lasting impact on viewers’ lives. Recently, virtual reality (VR) content has gained significant attention, with studies reporting its positive effects on user motivation and engagement. However, much of this research evaluates content not produced by professional creators. In this study, we applied conventional two-dimensional (2D) production techniques to produce high-quality, commercial-level video content in both VR and 2D formats, ensuring consistent design across both. We conducted viewing experiments to evaluate the educational effectiveness of the content. Participants viewed the VR content using a head-mounted display (HMD) and a free-viewpoint tablet, while the 2D content was displayed on an 8K monitor. Educational effectiveness was measured through comprehension tests, practical tests, and questionnaire surveys. The results showed no significant differences in educational effectiveness between VR and 2D content. However, VR viewing exhibited slightly greater potential to foster shifts in awareness related to motivation and interest compared to 2D viewing. From an educational perspective, this finding suggests that conventional 2D production techniques can be effectively adapted for VR content. At the same time, the unique features of VR, such as its free-viewpoint capabilities, highlight the need for specialized production methods tailored to VR to further enhance its educational impact.