Abstract
This paper examines how the principles of 4E cognition can be used to interpret, and potentially improve, immersive virtual reality (I-VR). A selection of relevant 4E + I-VR studies are reviewed to illustrate this relationship. Towards this end, this paper provides: 1) an overview of Immersive Virtual reality (I-VR), 2) a summary of 4E cognition (embodied, enacted, embedded, extended), and 3) a discussion relevant literature in 4E cognition applied to learning in I-VR. The paper concludes with a series of recommendations that may offer possible routes of research that could expand this important area of inquiry.
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Acknowledgments
This study was supported by funding from Lockheed Martin Corporation to Stephen M. Fiore and Gita Sukthankar, with Kevin Oden as program manager. The views and opinions contained in this article are the authors’ and should not be construed as official or as reflecting the views of the University of Central Florida or Lockheed Martin Corporation.
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McGowin, G., Fiore, S.M., Oden, K. (2022). Me, Myself, and the (Virtual) World: A Review of Learning Research in 4E Cognition and Immersive Virtual Reality. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality: Applications in Education, Aviation and Industry. HCII 2022. Lecture Notes in Computer Science, vol 13318. Springer, Cham. https://doi.org/10.1007/978-3-031-06015-1_5
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