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Information recall in a virtual reality disability simulation

Published: 08 November 2017 Publication History

Abstract

The purpose of this paper is to investigate the effect of the sense of presence on one aspect of learning, information recall, in an immersive virtual reality (VR) disability simulation. Previous research has shown that the use of VR technology in education may facilitate improved learning outcomes, however, it is still an active research topic as the learning outcomes can vary widely. We hypothesized that a higher level of immersion and involvement in a VR disability simulation that leads to a high sense of presence will help the user improve information recall. To investigate this hypothesis, we conducted a between subjects experiment in which participants were presented information about multiple sclerosis in different immersive conditions and afterwards they attempted to recall the information. We also looked into whether there is any adverse effect of cybersickness on the information recall task in our disability simulation. The results from our study suggest that participants who were in immersive conditions were able to recall the information more effectively than the participants who experienced a non-immersive condition.

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cover image ACM Conferences
VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology
November 2017
437 pages
ISBN:9781450355483
DOI:10.1145/3139131
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 08 November 2017

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Author Tags

  1. games for health
  2. information recall
  3. learning
  4. or change (primary keyword)
  5. persuasion
  6. user studies
  7. virtual/augmented reality

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  • (2023)Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual RealityProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3608410(1-17)Online publication date: 22-Oct-2023
  • (2023)Leveraging Sensorimotor Realities for Assistive Technology Design Bridging Smart Environments and Virtual WorldsProceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3594806.3594834(247-253)Online publication date: 5-Jul-2023
  • (2023)User Acceptance of a Virtual Librarian Chatbot: an Implementation Method Using IBM Watson Natural Language Processing in Virtual Immersive EnvironmentTechTrends10.1007/s11528-023-00881-767:6(891-902)Online publication date: 1-Sep-2023
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  • (2021)Cybersickness in current-generation virtual reality head-mounted displays: systematic review and outlookVirtual Reality10.1007/s10055-021-00513-625:4(1153-1170)Online publication date: 10-Apr-2021
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