“Active” and “passive” learning of three-dimensional object structure within an immersive virtual reality environment
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We used a fully immersive virtual reality environment to study whether actively interacting with objects would effect subsequent recognition, when compared with passively observing the same objects. We found that when participants learned object structure by actively rotating the objects, the objects were recognized faster during a subsequent recognition task than when object structure was learned through passive observation. We also found that participants focused their study time during active exploration on a limited number of object views, while ignoring other views. Overall, our results suggest that allowing active exploration of an object during initial learning can facilitate recognition of that object, perhaps owing to the control that the participant has over the object views upon which they can focus. The virtual reality environment is ideal for studying such processes, allowing realistic interaction with objects while maintaining experimenter control.
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Studies in medical training and visual object recognition in which learners could manipulate 3-D computer visualizations and observe the instructional material from multiple views suggest that control over appearance can be effective.
“studies in medical training and visual object recognition in which learners could manipulate 3-D computer visualizations and observe the instructional material from multiple views suggest that control over appearance can be effective (Garg et al. 2001;Harman et al. 1999;James et al. 2002).”
From Interactivity in Video-based Models (2007) · cites this paper as James et al. 2002
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- Authors
- James, K. H., Humphrey, G. K., Vilis, T., Corrie, B., Baddour, R., & Goodale, M. A.
- Affiliations
- Western University (CA)
- National Research Council Canada (CA)
- Corresponding author
- Humphrey, G. K.
- Venue
- Behavior Research Methods, Instruments, & Computers
- Published
- 2002-08
- Volume
- 34
- Issue
- 3
- Pages
- 383-390
- ISSN
- 0743-3808 (ISSN-L)
- 1532-5970
- OpenAlex
- W2127181765
- Cited by
- 138
- References
- 11
- Citations by year
- 2026: 4 · 2025: 4 · 2024: 10 · 2023: 10 · 2022: 3 · 2021: 8 · 2020: 8 · 2019: 12 · 2018: 14 · 2017: 2 · 2016: 4 · 2015: 2 · 2014: 6 · 2013: 8 · 2012: 5
- FWCI
- 3.24
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Behavior Research Methods, Instruments, & Computers (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Canadian Institutes of Health Research
- Natural Sciences and Engineering Research Council of Canada
- Topics
- Physical Sciences › Engineering › Automotive Engineering › Spatial Cognition and Navigation
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
- Keywords
- active learning, passive learning, object recognition, immersive virtual reality, object rotation, visual attention, object views
- MeSH terms
- Adult, Computers, Environment, Humans, Learning, Reaction Time, User-Computer Interface
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