R. Shumaker (Ed.): VAMR/HCII 2013, Part II, LNCS 8022, pp. 142–151, 2013.
© Springer-Verlag Berlin Heidelberg 2013
Perceived Presence’s Role on Learning Outcomes
in a Mixed Reality Classroom of Simulated Students
Aleshia T. Hayes
1
, Stacey E. Hardin
2
, and Charles E. Hughes
3
1
University of Central Florida: Synthetic Reality Lab., Institute for Simulation and Training,
Orlando, FL, USA
2
University of Central Florida - College of Education, Orlando, FL, USA
3
University of Central Florida: Synthetic Reality Lab, Computer Science Division,
Orlando, FL, USA
{Aleshia.prof,Staceyehardin}@gmail.com, ceh@cs.ucf.edu
Abstract. This research is part of an ongoing effort on the efficacy and user ex-
perience of TLE TeachLivE™, a 3D mixed reality classroom with simulated
students used to facilitate virtual rehearsal of pedagogical skills by teachers.
This research investigated a potential relationship between efficacy, in terms of
knowledge acquisition and transfer, and user experience in regard to presence,
suspension of disbelief, and immersion. The initial case studies examining user
experience of presence, suspension of disbelief, and immersion were used to
develop a presence questionnaire revised from the work of Witmer and Singer
(1998) to address the TLE TeachLivE™ mixed reality environment. The
findings suggest that targeted practice, authentic scenarios, and suspension of
disbelief in virtual learning environments may impact learning.
Keywords: Mixed Reality Classroom, Simulation, Presence, Suspension of
Disbelief, Immersion, Engagement, Knowledge Acquisition, Virtual Learning.
1 Introduction
1.1 The Environment
The research reported here is part of a large scale study at the University of Central
Florida investigating the efficacy and user experience of TLE TeachLivE™,
a 3D mixed reality classroom with five simulated students, used to facilitate virtual
rehearsal of pedagogical skills in pre-service and practicing teachers. The classroom
consists of five students cognitively and behaviorally modeled after research-based
student archetypes whose avatars are visually modeled to be representative of diverse
middle school populations. The classroom and students are displayed on a large
screen high definition display and the current interface tracks user movement allow-
ing the teacher’s physical movement to be reflected by changes in the perspective
position of the virtual camera. This creates a relative point of view, which is