Abstract

Addressing the lack of immersive experience and appeal in traditional agricultural education, this study explores the application of virtual reality (VR) technology. By constructing an immersive environment, it aims to reconnect people with traditional farming culture, there by enhancing learning interest and cognitive outcomes. Based on Lou Shu's Southern Song Dynasty “Illustrated Manual of Farming and Weaving,” this study pioneers the conversion of its two-dimensional diagrams into a three-dimensional, interactive VR environment. Utilizing the Unity3D platform, an interactive experience system was developed to simulate agricultural activities such as rice planting, weeding, and harvesting. This system integrates agricultural tool education with multi-sensory environmental design, establishing an embodied cognition model centered on “action simulation-environmental perception-cultural cognition.” The Game Experience Questionnaire (GEQ) was employed to evaluate learning outcomes. Results revealed that the VR group significantly outperformed the paper-based group in immersion, enjoyment, and learning motivation. Older participants demonstrated stronger cognitive adaptability. User feedback validated VRtechnology'seffectivenessinenhancingagricultural cultural cognition and interest cultivation, while also indicating that enriching scene diversity and interaction variety represent future optimization directions. This study provides an innovative educational tool for agricultural cultural heritage transmission and reveals the potential for differentiated application of VRtechnologyacrossdifferentagegroups.

Keywords

Farming Culture; Embodied Cognition; Virtual Reality(VR)

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

Conference Track

Track 3 - Design, Art & Technology

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Dec 2nd, 9:00 AM Dec 5th, 5:00 PM

Linking "Reality" through "Virtualization": Validating the Effectiveness of the Experience Design of Digital Farming Charts Based on Embodied Cognition Theory

Addressing the lack of immersive experience and appeal in traditional agricultural education, this study explores the application of virtual reality (VR) technology. By constructing an immersive environment, it aims to reconnect people with traditional farming culture, there by enhancing learning interest and cognitive outcomes. Based on Lou Shu's Southern Song Dynasty “Illustrated Manual of Farming and Weaving,” this study pioneers the conversion of its two-dimensional diagrams into a three-dimensional, interactive VR environment. Utilizing the Unity3D platform, an interactive experience system was developed to simulate agricultural activities such as rice planting, weeding, and harvesting. This system integrates agricultural tool education with multi-sensory environmental design, establishing an embodied cognition model centered on “action simulation-environmental perception-cultural cognition.” The Game Experience Questionnaire (GEQ) was employed to evaluate learning outcomes. Results revealed that the VR group significantly outperformed the paper-based group in immersion, enjoyment, and learning motivation. Older participants demonstrated stronger cognitive adaptability. User feedback validated VRtechnology'seffectivenessinenhancingagricultural cultural cognition and interest cultivation, while also indicating that enriching scene diversity and interaction variety represent future optimization directions. This study provides an innovative educational tool for agricultural cultural heritage transmission and reveals the potential for differentiated application of VRtechnologyacrossdifferentagegroups.

 

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