Skip to main content

Integrating Fragmented Historical Sites VR Based on Time-Space Clues for Modern History Education

  • Conference paper
  • First Online:
Extended Reality (XR Salento 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14219))

Included in the following conference series:

  • 510 Accesses

Abstract

In recent years, VR technology has become a focus in education. Based on constructivist learning theory, gamification learning, and cognitive load theory, the researcher integrates the fragmented VR resources of modern historical relics based on the spatial and temporal relationship of historical events and restores a historical event’s spatial and temporal picture through the narrative design in time and space. The VR resources are integrated with historical events’ temporal and spatial relationships. The researcher brings an immersive experience to modern history education and provides a new way of thinking for constructing modern history education resources based on new media.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Kamińska, D., et al.: Virtual reality and its applications in education: survey. Information 10(10), 318 (2019)

    Google Scholar 

  2. Zhang, D., et al.: Instructional video in e-learning: assessing the impact of interactive video on learning effectiveness. Inf. Manag. 43(1), 15–27 (2006)

    Google Scholar 

  3. Castillo, H.G.C.: The triple helix model as a means for university-business linkage. Natl. J. Adm. 1(1), 85–94 (2010)

    Google Scholar 

  4. Rojas-Sánchez, M.A., Palos-Sánchez, P.R., Folgado-Fernández, J.A.: Systematic literature review and bibliometric analysis on virtual reality and education. Educ. Inf. Technol. 28(1), 155–192 (2023)

    Article  Google Scholar 

  5. Baidoo-Anu, D., Ansah, L.O.: Education in the era of generative artificial intelligence (AI): understanding the potential benefits of ChatGPT in promoting teaching and learning. SSRN 4337484 (2023)

    Google Scholar 

  6. Guttentag, D.A.: Virtual reality: applications and implications for tourism. Tour. Manag. 31(5), 637–651 (2010)

    Article  Google Scholar 

  7. Virtual LEGOs: Incorporating Minecraft into the art education curriculum. Alexandra Overby, Brian L. Jones. Art Educ. (1) (2015)

    Google Scholar 

  8. Basu, A., Johnsen, K.: Ubiquitous virtual reality ‘To-Go’. In: 2014 IEEE Virtual Reality (VR). IEEE (2014)

    Google Scholar 

  9. . 44(07), 156–158 (2023)

    Google Scholar 

  10. . 17(04), 61–63 (2015)

    Google Scholar 

  11. . (04), 35–38 (2006)

    Google Scholar 

  12. Veltman, K.H.: Challenges for ICT/UCT applications in cultural heritage. In: Carreras, C. (ed.) ICT and Heritage (2005). Online dossie

    Google Scholar 

  13. . 653(20), 31–33 (2021)

    Google Scholar 

  14. Mosaker, L.: Visualising historical knowledge using virtual reality technology. Digit. Creat. 12(1), 15–25 (2001)

    Article  Google Scholar 

  15. Allen, P.K., Troccoli, A., Smith, B., Murray, S., Stamos, I., Leordeanu, M.: New methods for digital modeling of historic sites. IEEE Comput. Graph. Appl. 23(6), 32–41 (2003)

    Google Scholar 

  16. . 1(06), 62–63 (2012)

    Google Scholar 

  17. . 95(16), 81+83 (2011)

    Google Scholar 

  18. Roussou, M.: Immersive interactive virtual reality in the museum. In: Proceedings of TiLE (Trends in Leisure Entertainment) (2001)

    Google Scholar 

  19. Rasheed, F., Onkar, P., Narula, M.: Immersive virtual reality to enhance the spatial awareness of students. In: Proceedings of the 7th Indian Conference on Human-Computer Interaction, pp. 154–160 (2015)

    Google Scholar 

  20. Marougkas, A., et al.: Virtual reality in education: a review of learning theories, approaches and methodologies for the last decade. Electronics 12(13), 2832 (2023)

    Google Scholar 

  21. Akman, E., Çakır, R.: Pupils’ opinions on an educational virtual reality game in terms of flow experience. Int. J. Emerg. Technol. Learn. 14(15) (2019)

    Google Scholar 

  22. Parmar, D., et al.: A comparative evaluation of viewing metaphors on psychophysical skills education in an interactive virtual environment. Virtual Real. 20, 141–157 (2016)

    Google Scholar 

  23. Sweller, J.: Cognitive Load Theory. Psychology of Learning and Motivation, vol. 55, pp. 37–76. Academic Press (2011)

    Google Scholar 

  24. Schrier, K.L.: Revolutionizing History Education: Using Augmented Reality Games to Teach Histories. Massachusetts Institute of Technology, Department of Comparative Media Studies (2005)

    Google Scholar 

Download references

Acknowledgments

The research was sponsored by The National Social Science Fund of China, project number: 21VSZ1242;

The New Liberal Arts Fund of the University of Science and Technology of China, project number: FSSF-A-230311;

The Center for Marxism and Contemporary Chinese Studies, University of Science and Technology of China, project number: 2021YJZX007YB;

The Institute of Party Building and Ideological and Political Work of the University of Science and Technology of China (2021–2022).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Yanxiang Zhang .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Zhang, Y., Wang, Y., Song, Y. (2023). Integrating Fragmented Historical Sites VR Based on Time-Space Clues for Modern History Education. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14219. Springer, Cham. https://doi.org/10.1007/978-3-031-43404-4_20

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-43404-4_20

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-43403-7

  • Online ISBN: 978-3-031-43404-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics