Zum Hauptinhalt springen
Lizenziert Nicht lizenziert Erfordert eine Authentifizierung Veröffentlicht von Oldenbourg Wissenschaftsverlag 16. April 2019

Potentials of Virtual Reality as an Instrument for Research and Education

Raphael Zender, Alexander H. Knoth, Martin H. Fischer und Ulrike Lucke
Aus der Zeitschrift i-com


Virtual Reality (VR) is currently on everyone’s lips for various purposes. Although the hype is currently nearing its productive plateau, there are still uncertainties about the utilization and potential of the technology in research and educational contexts. Together with the two following articles on the subject of VR research, this article provides an overview of the inherent potential as well as remaining challenges in the use of VR as an instrument for research and education. These will be clarified and critically examined on the basis of specific academic projects. Based on this, the article concludes with a comprehensive look on the need for further discussion of ethical issues as the key for VR success in research and education.


[1] Bailey, J. O., Bailenson, J. N., & Casasanto, D. (2016). When does virtual embodiment change our minds? Presence, 25(3), 222–233. doi:10.1162/PRES_a_00263.Suche in Google Scholar

[2] Berger, P. L. & Luckmann, T. (1966). The Social Construction of Reality. A Treatise in the Sociology of Knowledge. Garden City, NY: Anchor Books.Suche in Google Scholar

[3] Brown, J. S., Collins, A. & Duguid, P. (1989). Situated knowledge and the culture of learning. Educational Researchers, 18(1), pp. 32–42.10.3102/0013189X018001032Suche in Google Scholar

[4] Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons.10.1162/105474603322955950Suche in Google Scholar

[5] Camerer, C. F., et al. (2018). Evaluating the replicability of social science experiments in Nature and Science between 2010 and 2015. Nature Human Behavior, 2, pp. 637–644. doi:10.1038/s41562-018-0399-z.Suche in Google Scholar PubMed

[6] Casasanto, D. (2009). Embodiment of abstract concepts: Good and bad in right- and left-handers. Journal of Experimental Psychology: General, 138(3), pp. 351–367. doi:10.1037/a0015854.Suche in Google Scholar PubMed

[7] Casasanto, D., & Chrysikou, E. G. (2011). When left is “right”: Motor fluency shapes abstract concepts. Psychological Science, 22, pp. 419–422. doi:10.1177/0956797611401755.Suche in Google Scholar PubMed

[8] Creagh, H. (2003). Cave Automatic Virtual Environment. In Proceedings of the Electrical Insulation Conference and Electrical Manufacturing and Coil Winding Technology Conference (pp. 499–504). Indianapolis, Indiana, USA: IEEE. doi:10.1109/EICEMC.2003.1247937.Suche in Google Scholar

[9] Darken, R. P., Cockayne, W. R., & Carmein, D. (1997). The omni-directional treadmill: a locomotion device for virtual worlds. In Proceedings of the 10th annual ACM symposium on User interface software and technology (pp. 213–221). New York, NY, USA: ACM.Suche in Google Scholar

[10] Feyerabend, P. K. (1970). Wider den Methodenzwang. Frankfurt: Suhrkamp.Suche in Google Scholar

[11] Fischer, M. H., Castel, A. D., Dodd, M. D., & Pratt, J. (2003). Perceiving numbers causes spatial shifts of attention. Nature Neuroscience, 6(6), pp. 555–556.10.1038/nn1066Suche in Google Scholar PubMed

[12] Fischer, M. H., & Brugger, P. (2011). When digits help digits: Spatial-numerical associations point to finger counting as prime example of embodied cognition. Frontiers in Psychology, 2, pp. 1–7. doi:10.3389/fpsyg.2011.00260.Suche in Google Scholar PubMed PubMed Central

[13] Fischer, M. H., & Shaki, S. (2018). Number concepts – abstract and embodied. Philosophical Transactions of the Royal Society B, 373(1752), 20170125. doi:10.1098/rstb.2017.0125.Suche in Google Scholar PubMed PubMed Central

[14] Fisher, S. S., McGreevy, M., Humphries, J. & Robinett, W. (1987). Virtual environment display system. In Proc Interactive 3D graphics (I3D ’86) (pp. 77–87). New York, NY, USA: ACM.Suche in Google Scholar

[15] Hofer, M. (2016). Presence und involvement. Baden-Baden: Nomos Verlag.10.5771/9783845263540Suche in Google Scholar

[16] Krueger, M. W., Gionfriddo, T. & Hinrichsen, K. (1985). VIDEOPLACE – an artificial reality. In Proc. SIGCHI Conference on Human Factors in Computing Systems (CHI ’85) (pp. 35–40). New York, NY, USA: ACM.Suche in Google Scholar

[17] Lachmair, M., Ruiz-Fernandez, S., & Gerjets, P. (2018). Does grammatical number influence the semantic priming between number cues and words related to vertical space? An investigation using virtual reality. Frontiers in Psychology, 9(573). doi:10.3389/fpsyg.2018.00573.Suche in Google Scholar PubMed PubMed Central

[18] Lutze, F., Zender, R. & Lucke, U. (2016). HardDrive Exchange – Eine VR-Lernanwendung zur Durchführung von Festplattenwechseln in Speichersystemen. In Lucke, U., Schwill, A. & Zender, R. (Eds.), DeLFI 2016 – Die 14. E-Learning Fachtagung Informatik (pp. 179–190). Bonn, Germany: Gesellschaft für Informatik e.V.Suche in Google Scholar

[19] Manzeschke, A., Weber, K., Rother, E. & Fangerau H. (2015). Ethical questions in the area of age appropriate assisting systems. Ludwigsfelde: Thiel Gruppe. https://www.nks-mtidw.de/dokumente/meestar-studie-englisch.Suche in Google Scholar

[20] McCarthy Ch., Sears, E. (2010). Science Education. Constructing a True View of the Real World? In Philosophy of Education Yearbook (pp. 369–377).Suche in Google Scholar

[21] McManus, C. (2002). Right hand, left hand: The origins of asymmetry in brains bodies, atoms and cultures. London, UK: BCA Publishers.Suche in Google Scholar

[22] Mihelj, M., & Podobnik, J. (2012). Haptics for virtual reality and teleoperation. Springer.10.1007/978-94-007-5718-9Suche in Google Scholar

[23] Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. Telemanipulator and telepresence technologies, 2351, pp. 282–293.10.1117/12.197321Suche in Google Scholar

[24] Richter, A. & Weise, M. (2018). Bewertung von Naturgefahren mit Hilfe von Virtual Reality. In Krömker, D. & Schroeder, U. (Eds.), DeLFI 2018 – Die 16. E-Learning Fachtagung Informatik (pp. 123–128). Bonn, Germany: Gesellschaft für Informatik e.V.Suche in Google Scholar

[25] Salomon, G. (1994). Interaction of Media, Cognition, and Learning. New York: Routledge.Suche in Google Scholar

[26] Schütz, A. (1962). Collected Papers V.I: The Problem of Social Reality. The Hague: Martinus Nijhoff.Suche in Google Scholar

[27] Schütz, A. & Luckmann, T. (1979). The Structures of the Life-world. Evanstone: Northwestern Univ. Press.Suche in Google Scholar

[28] Sutherland, I. E. (1968). A head-mounted three dimensional display. In Proc. Fall Joint Computer Conference (AFIPS ‘68) (pp. 757–764). American Federation of Information Processing Societies.10.1145/1476589.1476686Suche in Google Scholar

[29] Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences, 364(535), pp. 3549–3557.10.1098/rstb.2009.0138Suche in Google Scholar PubMed PubMed Central

[30] Weise, M., Zender, R., & Lucke, U. (2015). Systematic Fusion of Gesture Sensors for Practical Learning in Virtual Environments, In IEEE 15th International Conference on Advanced Learning Technologies (pp. 83–87). Hualien: IEEE. doi:10.1109/ICALT.2015.47.Suche in Google Scholar

[31] Wiepke, A. & Paulicke, P. (2018). Aufbau von Professionswissen zum Umgang mit Unterrichtsstörungen im VR-Klassenraum. Special award for a successful VR learning scenario in university teaching, Working Group VR/AR-Learning. Retrieved from http://www.uni-potsdam.de/vrarl/downloads/VRARL_Wettbewerb2018-Klassenraum-20180522-final.pdf on 2018-10-20.Suche in Google Scholar

[32] Zhang Z. (2012). Microsoft Kinect Sensor and Its Effect, IEEE MultiMedia, 19(2), pp. 4–10. doi:10.1109/MMUL.2012.24.Suche in Google Scholar

Published Online: 2019-04-16
Published in Print: 2019-04-26

© 2019 Walter de Gruyter GmbH, Berlin/Boston