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The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study

Virtual reality (VR) technology has been used to learn skills for decades. While no standardized measure exists for learning outcomes in VR training, commonly explored outcomes are immersion, sense of presence and emotions. METHODS: In this paper, the objective was to investigate these outcomes in t...

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Autores principales: Lønne, Tuva Fjærtoft, Karlsen, Håvard R., Langvik, Eva, Saksvik-Lehouillier, Ingvild
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10285157/
https://www.ncbi.nlm.nih.gov/pubmed/37360072
http://dx.doi.org/10.1016/j.heliyon.2023.e17196
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author Lønne, Tuva Fjærtoft
Karlsen, Håvard R.
Langvik, Eva
Saksvik-Lehouillier, Ingvild
author_facet Lønne, Tuva Fjærtoft
Karlsen, Håvard R.
Langvik, Eva
Saksvik-Lehouillier, Ingvild
author_sort Lønne, Tuva Fjærtoft
collection PubMed
description Virtual reality (VR) technology has been used to learn skills for decades. While no standardized measure exists for learning outcomes in VR training, commonly explored outcomes are immersion, sense of presence and emotions. METHODS: In this paper, the objective was to investigate these outcomes in two VR conditions, immersive and desktop in a randomized controlled trial with a parallel design. The sample consisted of 134 university students (70 women, mean age 23 years, SD = 2.99). These were randomized using a covariate-adaptive randomization procedure based on stratification by gender into two interventions; play out a VR scenario in either desktop (control group) or immersive VR (intervention group). The setting was a university lab. RESULTS: There was a significant within subject effect for positive affect and a significant between-group effect for the immersive compared to desktop VR groups. Positive affect was reduced after interacting with the VR scenario in both the immersive and desktop versions, however, positive affect was overall higher in the immersive, compared to the desktop version. The results show higher scores for sense of presence (d = 0.90, p < 0.001) and positive affect pre- and post-scenario in the immersive VR condition (d = 0.42, p = 0.017 and d = 0.54, p = 0.002) compared to the desktop condition. CONCLUSION: Immersive VR may be beneficial in higher education as it promotes high levels of sense of presence as well as positive emotions. When it comes to changing the immediate emotions of the students, type of VR does not seem to matter. The project was funded by the Norwegian Directorate for Higher Education and Skills.
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spelling pubmed-102851572023-06-23 The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study Lønne, Tuva Fjærtoft Karlsen, Håvard R. Langvik, Eva Saksvik-Lehouillier, Ingvild Heliyon Research Article Virtual reality (VR) technology has been used to learn skills for decades. While no standardized measure exists for learning outcomes in VR training, commonly explored outcomes are immersion, sense of presence and emotions. METHODS: In this paper, the objective was to investigate these outcomes in two VR conditions, immersive and desktop in a randomized controlled trial with a parallel design. The sample consisted of 134 university students (70 women, mean age 23 years, SD = 2.99). These were randomized using a covariate-adaptive randomization procedure based on stratification by gender into two interventions; play out a VR scenario in either desktop (control group) or immersive VR (intervention group). The setting was a university lab. RESULTS: There was a significant within subject effect for positive affect and a significant between-group effect for the immersive compared to desktop VR groups. Positive affect was reduced after interacting with the VR scenario in both the immersive and desktop versions, however, positive affect was overall higher in the immersive, compared to the desktop version. The results show higher scores for sense of presence (d = 0.90, p < 0.001) and positive affect pre- and post-scenario in the immersive VR condition (d = 0.42, p = 0.017 and d = 0.54, p = 0.002) compared to the desktop condition. CONCLUSION: Immersive VR may be beneficial in higher education as it promotes high levels of sense of presence as well as positive emotions. When it comes to changing the immediate emotions of the students, type of VR does not seem to matter. The project was funded by the Norwegian Directorate for Higher Education and Skills. Elsevier 2023-06-12 /pmc/articles/PMC10285157/ /pubmed/37360072 http://dx.doi.org/10.1016/j.heliyon.2023.e17196 Text en © 2023 The Authors https://creativecommons.org/licenses/by/4.0/This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Research Article
Lønne, Tuva Fjærtoft
Karlsen, Håvard R.
Langvik, Eva
Saksvik-Lehouillier, Ingvild
The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title_full The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title_fullStr The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title_full_unstemmed The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title_short The effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: A randomized controlled study
title_sort effect of immersion on sense of presence and affect when experiencing an educational scenario in virtual reality: a randomized controlled study
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10285157/
https://www.ncbi.nlm.nih.gov/pubmed/37360072
http://dx.doi.org/10.1016/j.heliyon.2023.e17196
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