Integration of immersive virtual reality in Communication Degrees

Main Article Content

Dr. Ubaldo Cuesta Cambra
Luis Mañas Viniegra

Abstract

The European Higher Education Area promotes the integration of new technologies in didactic innovation and it aims to improve skills. It has been requested by students at the Complutense University of Madrid, who have a digital native profile or millennial. This article is a study about implementation of immersive virtual reality in the practical part of the subjects related to business communication. Specifically, it applied in the subject Crisis Communication. The methodology is a survey and three focus groups for professors and students. The conclusions say that the implementation of immersive virtual reality improves the expectations and interest of students. It also improves the skills acquired and the practical part of the subjects of communication improve employment of students of the Degree, which is one of their main causes of dissatisfaction. The full implementation of mobile telephony suggests using virtual reality devices adapted to them rather than “caves” (C.A.V.E.) or consoles.

Downloads

Download data is not yet available.

Article Details

Section

RESEARCH ARTICLES

Author Biographies

Dr. Ubaldo Cuesta Cambra, Complutense University of Madrid

Director del Departamento de Comunicación Audiovisual y Publicidad II de la Universidad Complutense de Madrid.

Luis Mañas Viniegra, Universidad Complutense de Madrid Universidad de Valladolid

Profesor Asociado en el Departamento C.A.V.P. I de la Universidad Complutense de Madrid y en el Departamento H.M.C.A.P.C.A.P.

How to Cite

Cuesta Cambra, D. U., & Mañas Viniegra, L. (2016). Integration of immersive virtual reality in Communication Degrees. Journal ICONO 14, 14(2), 1-21. https://doi.org/10.7195/ri14.v14i2.953

References

A.N.E.C.A. (2005). Libro Blanco de Títulos de Grado en Comunicación. Madrid: ANECA. Recuperado de http://goo.gl/f4QRio

Bell, G., Parisi, A. & Pesce, M. (1995). The virtual reality modeling lenguaje versión 1.0 specification. Recuperado de http://goo.gl/swRdSM

Biocca, F. & Levy, M.R. (1995). Virtual Reality as a Communication System. En Biocca, F. & Levy, M.R. (Eds.), Communication in the Age of Virtual Reality. Hillsdale (15-31). NJ: Lawrence Erlbaum Associates, Inc.

Castañares, W. (2007). Cultura visual y crisis de la experiencia. CIC Cuadernos de Información y Comunicación, 12, 29-48.

Castañares, W. (2011). Realidad virtual, mímesis y simulación. CIC Cuadernos de Información y Comunicación, 16, 59-81. doi: 10.5209/rev_CIYC.2011.v16.3

Cleveland, D. & Cleveland, N. (1993). A Headtracking Device for the Eyegaze Eyetracking System. En Proceedings of the Fifth International Conference on Human-Computer Interaction - Poster Sessions: Abridged Proceedings (p. 239).

Cortizo, J.C., Carrero, F. & al. (2011). Gamificación y Docencia: Lo que la Universidad tiene que aprender de los Videojuegos. Trabajo presentado en VIII Jornadas Internacionales de Innovación Universitaria UEM. Recuperado de http://goo.gl/cXqH0p

Cuadrado, A. (2011). Utopías y distopías de los medios digitales para la educación. Icono 14, 9 (2), 05-20. doi: 10.7195/ri14.v9i2.31

De-Antonio, A., Villalobos, M. & Luna, E. (2000). Cuándo y cómo usar la realidad virtual en la enseñanza. Revista de Enseñanza y Tecnología, Enero-Abril, 26-36.

Dong, X., Yoshida, K. & Stoffregen, T.A. (2011). Control of a virtual vehicle influences postural activity and motion sickness. Digital Conservancy University of Minessota. Recuperado de http://goo.gl/uPbmXG

E.A.E. (2015). El mercado de videojuegos 2014. Recuperado de http://goo.gl/msjbvY

Eamshaw, R.A., Gigante, M.A. & Jones, H. (1993). Virtual Reality Systems. London: Academic Press Ltd.

González, A.L. & Chávez, G. (2011). La realidad virtual inmersiva en ambientes inteligentes de aprendizaje. Un caso en la educación superior. Icono 14, 9 (2), 05-20. doi: 10.7195/ri14.v9i2.42

Guerrero, B. & Valero, L. (2013). Efectos secundarios de la realidad virtual inmersiva. International Journal of Psychology and Psychological Therapy, 13 (2), 163-178.

Havron, M.D. & Butler, L.F. (1957). Evaluation of training effectiveness of the 2FH helicopter flight trainer research tool. New York: Naval Training Device Center Project.

Heim, M. (1993). The metaphisics of virtual reality. New York: Oxford University Press.

Howart, P.A. & Hodder, S.G. (2008). Characteristics of habituation to motion in a virtual environment. Displays, 29, 117-123.

Jerónimo, J.A., Andrade, L.C. & Robles, A. (2011). El diseño educativo en los mundos virtuales. La curva de aprendizaje inmersivo. Icono 14, 9 (2), 05-20. doi: 10.7195/ri14.v9i2.47

Kalawsky, R.S. (1993). The Science of Virtual Reality and Virtual Environments. Reading: Adison-Wesley.

Kenedy, R.S., Lane, N.E., Lilienthal, M.G., Berbaum, K.S. &

Hettinger, L.J. (1992). Profile Analysis of simulator sickness symptoms: Application to virtual environment systems. Presence, 1, 295-301.

Krueger, M. (1983). Artificial Reality. Reading: Addison-Wesley.

Krueger, M. (1985, abril). Videoplace - an artificial reality. Presentado en ACM Conference on Human Factors in Computing Systems.

Lanier, J. (1988). Real Virtuality (entrevista). Whole Earth Review. Recuperado de http://goo.gl/ojKC8f

Lévy, P. (1999). ¿Qué es lo virtual? Barcelona: Paidós.

Matloff, N.S. (1988). Probability modelling and computer simulation an integrated introduction with applications to engineering and computer science. Boston: PWS-Kent.

Mchaney, R. (1991). Computer Simulation. A Practical Perspective. San Diego: Academic Press.

M.E.C.D. (2014). Cuenta Satélite de la Cultura en España. Avance de resultados 2008-2012. Recuperado de http://goo.gl/Z3GsQo

M.E.C.D. (2015). Encuesta de hábitos y prácticas culturales 2014-2015. Recuperado de http://goo.gl/HIhqei

Otero, A. & Flores, J. (2011). Realidad virtual: un medio de comunicación de contenidos. Aplicación como herramienta educativa y factores de diseño e implantación en museos y espacios públicos. Icono 14, 9 (2), 05-20. doi: 10.7195/ri14.v9i2.28

Pantelidis, V. (1996). Suggestions on when to use and when not to use virtual reality in education. VR in the schools, 2 (1), p. 18.

Parés, N. & Parés, R. (2010). Realidad Virtual. Barcelona: FUOC.

Poole, T.G. & Szymankiewicz, J.C. (1977). Using Simulation to Solve Problems. New York: McGraw-Hill.

Regan, E.C. (1995). An investigation into nausea and other side-effects of head-coupled immersive virtual reality. Virtual Reality, 1, 17-31.

Regan, E.C. & Price, K.R. (1993). Some side-effects of immersion virtual reality: An investigation into the relationship between distance and ocular related problems. Army Personnel Research Establishment Report, 93-R-023.

Repperger, D.W., Gilkey, R.H., Green, R., Lafleur, T. & Haas, M.W. (2003). Effects of haptic feedback and turbulence on landing performance using an inmersive cave automatic virtual environment CAVE. Perceptual and Motor Skills, 97, 820-832.

Ripley, B. D. (1987). Stochastic Simulation. New York: John Wiley.

Shannon, R.E. (1975). System Simulation: The Art & Science. Englewood Cliffs, NJ: Prentice-Hall.

Sharples, S., Cobb, S., Moody, A. & Wilson, J.R. (2008). Virtual reality induced symptoms and effects: Comparison of head mounted display, desktop and projection display systems. Displays, 29, 58-69.

Sheridan, T.B. (1992). Musings on the Psychophysics of Presence. Presence: Teleoperators and Virtual Environments, 1 (1), 120-126.

Sheridan, T.B. (1996). Futher Musings on the Psychophysics of Presence. Presence: Teleoperators and Virtual Environments, 5 (2), 241-246. doi: 10.1162/pres.1996.5.2.241

Slater, M. & Usoh, M. (1993). Representations Systems, Perceptual Position, and Presence in Immersive Virtual Environments. Presence: Teleoperators and Virtual Environments, 2 (3), 221-233.

Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42, 73-93.

Sturman, D.J. & Zeltzer, D. (1994). A survey of glove-based input. IEEE Computer Graphics and Applications, 14 (1), 30–39. doi: 10.1109/38.250916

Sutherland, I. (1968). A Head-Mounted Three-Dimensional Display. En AFIPS Conference Proceedings, 33 (1), 757-764.

U.C.M. (2014). Inserción laboral de titulados Complutense 2014. Recuperado de https://goo.gl/6IZwsT

U.C.M. (2015). Cuestionario de satisfacción. Recuperado de http://goo.gl/649KW6

Ungs, T.J. (1987). Simulator sickness: evidence of long-term effects. En Proceeding of the 31st. Annual Human Factors Society (505-509). Santa Mónica: Human Factors Society.

Vince, J. (1995). Virtual Reality Systems. London: Addison-Wesley.

Walker, J. (1988). Through the looking glass. Recuperado de https://goo.gl/D6ANHa

Whicker, M.L. & Sigelman, L. (1991). Computer simulation applications an introduction. Newbury Park, CA: Sage.