The Effects Of Immersiveness And Future Vr Expectations On Subjective-Experiences During An Educational 360° Video
Abstract
Virtual reality may potentially create immersive experiences compelling people to believe they are physically present in a virtual space. This may augment learning by increasing interest in the learning content. However, not all technology is equal. Current devices range from limited devices to next generation technology. At the extremes, devices may distract users from learning content by presenting a sub-optimal learning experience which may be affected by expectations of VR. Participants viewed a 360-degree educational video with the goal of learning as much as possible. Each participant used one of three devices: a smartphone, Google Cardboard, or Oculus Rift DK2. Overall, more immersive devices induced greater feelings of presence. However, we failed to support the sub-optimal experience hypothesis. We also found that greater expectations and reported feelings of presence led to less information recalled during the simulation, potentially indicating the novelty of VR experiences may overwhelm learners.
Publication Date
1-1-2016
Publication Title
Proceedings of the Human Factors and Ergonomics Society
Number of Pages
2101-2105
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1177/1541931213601477
Copyright Status
Unknown
Socpus ID
85021810527 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/85021810527
STARS Citation
Rupp, Michael A.; Kozachuk, James; Michaelis, Jessica R.; Odette, Katy L.; and Smither, Janan A., "The Effects Of Immersiveness And Future Vr Expectations On Subjective-Experiences During An Educational 360° Video" (2016). Scopus Export 2015-2019. 4326.
https://stars.library.ucf.edu/scopus2015/4326