Level of immersion affects spatial learning in virtual environments: results of a three-condition within-subjects study with long intersession intervals

Virtual reality and immersive technologies are used in a variety of learning and training applications. However, higher levels of immersion do not always improve learning. The mixed results in the literature may partly arise from the use of between-subjects designs, insufficient time intervals between sessions in within-subjects designs, and/or overreliance on binary comparisons of immersion levels. Our study examined the influence of three levels of audiovisual immersive technology on spatial learning in virtual environments, using a within-subjects design with long intersession intervals. Performance on object recognition and discrimination was improved in the highest immersion condition, whereas performance on directional bearings showed a U-shaped relationship with level of immersion. Examination of our data suggests that these results likely would not have been found had we used a between-subjects design or a binary comparison, thus demonstrating the value of our approach. Results suggest that different levels of immersion may be better suited to more or less cognitively complex types of spatial learning. We discuss challenges and opportunities for future work.

[1]  Joanne Moore,et al.  Was I There?: Impact of Platform and Headphones on 360 Video Immersion , 2017, CHI Extended Abstracts.

[2]  Jeremy N. Bailenson,et al.  Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change , 2018, Front. Psychol..

[3]  Cecilia Sik-Lányi,et al.  Virtual Reality in Special Needs Early Education , 2006, Int. J. Virtual Real..

[4]  Eric R. Muth,et al.  The evaluation of virtual environment training for a building clearing task , 2009 .

[5]  Karl F. MacDorman,et al.  The Uncanny Valley [From the Field] , 2012, IEEE Robotics Autom. Mag..

[6]  Yeonhee Cho,et al.  How Spatial Presence in VR Affects Memory Retention and Motivation on Second Language Learning: A Comparison of Desktop and Immersive VR-Based Learning , 2018 .

[7]  Kimberly A. Pollard,et al.  Prevention Focus Relates to Performance on a Loss-Framed Inhibitory Control Task , 2018, Front. Psychol..

[8]  Chun-Yen Chang,et al.  A cost-effective interactive 3D virtual reality system applied to military live firing training , 2016, Virtual Reality.

[9]  Katerina Mania,et al.  The Effects of Levels of Immersion on Memory and Presence in Virtual Environments: A Reality Centered Approach , 2001, Cyberpsychology Behav. Soc. Netw..

[10]  C. Nass,et al.  Social-Psychological Origins of Feelings of Presence: Creating Social Presence With Machine-Generated Voices , 2005 .

[11]  Anne M. Sinatra,et al.  Development of Cognitive Transfer Tasks for Virtual Environments and Applications for Adaptive Instructional Systems , 2019, HCI.

[12]  Ryan P. McMahan,et al.  Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions , 2016, HCI.

[13]  R. Mayer,et al.  Learning Science in Immersive Virtual Reality , 2018, Journal of Educational Psychology.

[14]  Dylan D. Schmorrow,et al.  Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems , 2014, Lecture Notes in Computer Science.

[15]  R. Mayer,et al.  Personalized messages that promote science learning in virtual environments , 2004 .

[16]  Maarten Löffler,et al.  Ecological validity of virtual environments to assess human navigation ability , 2015, Front. Psychol..

[17]  Sara M. Santos,et al.  Amidated and Ibuprofen-Conjugated Kyotorphins Promote Neuronal Rescue and Memory Recovery in Cerebral Hypoperfusion Dementia Model , 2016, Front. Aging Neurosci..

[18]  Amy K. Landers,et al.  An Empirical Test of the Theory of Gamified Learning , 2014 .

[19]  Alex Albert,et al.  Development of Immersive Personalized Training Environment for Construction Workers , 2017 .

[20]  Adrian David Cheok,et al.  An experimental study on the role of 3D sound in augmented reality environment , 2004, Interact. Comput..

[21]  David M. Krum,et al.  Mixed reality training for tank platoon leader communication skills , 2017, 2017 IEEE Virtual Reality (VR).

[22]  Shu-Hsuan Chang,et al.  Do virtual reality head-mounted displays make a difference? A comparison of presence and self-efficacy between head-mounted displays and desktop computer-facilitated virtual environments , 2018, Virtual Reality.

[23]  Diane Gromala,et al.  Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients , 2016, MMVR.

[24]  Y. Benjamini,et al.  Controlling the false discovery rate: a practical and powerful approach to multiple testing , 1995 .

[25]  Young-Suk Kim International Symposium on Automation and Robotics in Construction (ISARC) , 2006 .

[26]  Brendan Reilly,et al.  A Case Study on Virtual Reality American Football Training , 2015, VRIC.

[27]  Debra Patton,et al.  Physiological Measures of Arousal During Soldier-Relevant Tasks Performed in a Simulated Environment , 2016, HCI.

[28]  Stefania Serafin,et al.  Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies , 2019, IEEE Transactions on Visualization and Computer Graphics.

[29]  Jimmy Y. Zhong,et al.  Age-Related Differences in Associative Learning of Landmarks and Heading Directions in a Virtual Navigation Task , 2016, Front. Aging Neurosci..

[30]  Gordon S. Carlson,et al.  A Physically Immersive Platform for Training Emergency Responders and Law Enforcement Officers , 2018, Advances in Intelligent Systems and Computing.

[31]  C. Guariglia,et al.  Enhancing Allocentric Spatial Recall in Pre-schoolers through Navigational Training Programme , 2017, Front. Neurosci..

[32]  Scotty D. Craig,et al.  Animated Pedagogical Agents in Multimedia Educational Environments: Effects of Agent Properties, Picture Features, and Redundancy , 2002 .

[33]  Richard D. Morey,et al.  Confidence Intervals from Normalized Data: A correction to Cousineau (2005) , 2008 .

[34]  John S. Barnett,et al.  Evaluation of Wearable Simulation Interface for Military Training , 2013, Hum. Factors.

[35]  Kimberly A. Pollard,et al.  Web-based Measurement of Directional Bearings (Angular Distance) , 2019 .

[36]  Nadia Magnenat-Thalmann,et al.  Building long-term relationships with virtual and robotic characters: the role of remembering , 2011, The Visual Computer.

[37]  Saeid Nahavandi,et al.  Haptically enabled simulation system for firearm shooting training , 2018, Virtual Reality.

[38]  Catherine Plaisant,et al.  Virtual memory palaces: immersion aids recall , 2018, Virtual Reality.

[39]  Doug A. Bowman,et al.  Virtual Reality: How Much Immersion Is Enough? , 2007, Computer.

[40]  Yu-Hsuan Kuo,et al.  Utilizing HMD VR to Improve the Spatial Learning and Wayfinding Effects in the Virtual Maze , 2018, HCI.

[41]  Barry Peterson,et al.  Spatial Orientation, Wayfinding, and Representation , 2014, Handbook of Virtual Environments, 2nd ed..

[42]  R. Mayer,et al.  Engaging students in active learning: The case for personalized multimedia messages. , 2000 .

[43]  Jeremy N. Bailenson,et al.  How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence , 2016 .

[44]  Michael L. Wilson,et al.  The Effect of Varying Latency in a Head-Mounted Display on Task Performance and Motion Sickness , 2016 .

[45]  Debbie Patton,et al.  How Real Is Good Enough? Assessing Realism of Presence in Simulations and Its Effects on Decision Making , 2014, HCI.

[46]  A. Siegel,et al.  The development of spatial representations of large-scale environments. , 1975, Advances in child development and behavior.

[47]  Charalambos Poullis,et al.  Navigation in virtual reality: Comparison of gaze-directed and pointing motion control , 2016, 2016 18th Mediterranean Electrotechnical Conference (MELECON).

[48]  A. L. Baylor,et al.  The Effects of Pedagogical Agent Voice and Animation on Learning, Motivation and Perceived Persona , 2003 .

[49]  M. Meeter,et al.  Short- and long-lasting consequences of novelty, deviance and surprise on brain and cognition , 2015, Neuroscience & Biobehavioral Reviews.

[50]  R. Landers Developing a Theory of Gamified Learning , 2014 .

[51]  Sharon L. Thompson-Schill,et al.  Verbalizing, Visualizing, and Navigating: The Effect of Strategies on Encoding a Large-Scale Virtual Environment , 2017, Journal of experimental psychology. Learning, memory, and cognition.

[52]  Eliahu Stern,et al.  Levels of Spatial Knowledge and Urban Travel Modeling , 2010 .

[53]  Katerina Mania,et al.  Fidelity Metrics for Virtual Environment Simulations Based on Spatial Memory Awareness States , 2003, Presence: Teleoperators & Virtual Environments.

[54]  Larry F. Hodges,et al.  Can Audio Enhance Visual Perception and Performance in a Virtual Environment? , 1999 .

[55]  Ning Wang,et al.  The politeness effect: Pedagogical agents and learning outcomes , 2008, Int. J. Hum. Comput. Stud..

[56]  Roxana Moreno,et al.  The Roles of Animated Pedagogical Agents' Presence and Nonverbal Communication in Multimedia Learning Environments , 2010, J. Media Psychol. Theor. Methods Appl..

[57]  J. Gratch,et al.  Who Is there? Can a Virtual Agent Really Elicit Social Presence? , 2009 .

[58]  Xiangyu Wang,et al.  Mixed Reality Technology Applications in Construction Equipment Operator Training , 2004 .

[59]  Doug A. Bowman,et al.  Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game , 2012, IEEE Transactions on Visualization and Computer Graphics.

[60]  Clare Regan,et al.  An investigation into nausea and other side-effects of head-coupled immersive virtual reality , 1995, Virtual Reality.

[61]  Anthony G. Picciano BEYOND STUDENT PERCEPTIONS: ISSUES OF INTERACTION, PRESENCE, AND PERFORMANCE IN AN ONLINE COURSE , 2019, Online Learning.

[62]  Maya Hickmann,et al.  Landmark and route knowledge in children’s spatial representation of a virtual environment , 2015, Front. Psychol..

[63]  Eric Fassbender,et al.  A virtual reality approach to mindfulness skills training , 2019, Virtual Reality.

[64]  Jason E. Summers Simulation-based Military Training: An Engineering Approach to Better Addressing Competing Environmental, Fiscal, and Security Concerns , 2012 .

[65]  Sarah Sharples,et al.  Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems , 2008, Displays.

[66]  Christopher D. Wickens,et al.  When Users Want What's not Best for Them , 1995 .

[67]  D. Mizell,et al.  Comparing Immersive Virtual Reality with Other Display Modes for Visualizing Complex 3 D Geometry , 2000 .

[68]  Barbara Hayes-Roth,et al.  Differences in spatial knowledge acquired from maps and navigation , 1982, Cognitive Psychology.

[69]  Earl Hunt,et al.  The Transfer of Spatial Knowledge in Virtual Environment Training , 1998, Presence.

[70]  Hélène Sauzéon,et al.  Age-Related Wayfinding Differences in Real Large-Scale Environments: Detrimental Motor Control Effects during Spatial Learning Are Mediated by Executive Decline? , 2013, PloS one.

[71]  Francis K C Hui,et al.  The arcsine is asinine: the analysis of proportions in ecology. , 2011, Ecology.

[72]  Tara L. Jeffs Virtual Reality and Special Needs , 2009 .

[73]  Eric D. Ragan,et al.  Higher Levels of Immersion Improve Procedure Memorization Performance , 2009, EGVE/ICAT/EuroVR.

[74]  Shawn A. Weil,et al.  From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games , 2005 .

[75]  Dariusz Ruminski,et al.  An experimental study of spatial sound usefulness in searching and navigating through AR environments , 2015, Virtual Reality.

[76]  Heloir,et al.  The Uncanny Valley , 2019, The Animation Studies Reader.

[77]  Eric D. Ragan,et al.  Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation , 2017, IEEE Transactions on Visualization and Computer Graphics.

[78]  Mel Slater,et al.  A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.

[79]  John H. Bailey,et al.  Training Dismounted Soldiers in Virtual Environments: Route Learning and Transfer. , 1995 .

[80]  Eric R. Muth,et al.  The effects of display delay on simulator sickness , 2011, Displays.

[81]  Jerald Thomas,et al.  Same Task, Different Place: Developing Novel Simulation Environments with Equivalent Task Difficulties , 2019, AHFE.

[82]  Robert A. Sottilare,et al.  Visual modality research in virtual and mixed reality simulation , 2015 .

[83]  Sharon A. Stansfield,et al.  MediSim: a prototype VR system for training medical first responders , 1997, Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180).

[84]  Hannes Kaufmann,et al.  Immersive training of first responder squad leaders in untethered virtual reality , 2020, Virtual Reality.

[85]  Samuel S. Silva,et al.  Head-mounted display versus desktop for 3D navigation in virtual reality: a user study , 2008, Multimedia Tools and Applications.

[86]  Brian D. Fisher,et al.  Comparing CAVE, wall, and desktop displays for navigation and wayfinding in complex 3D models , 2004, Proceedings Computer Graphics International, 2004..

[87]  S. A. Becker,et al.  NMC Horizon Report: 2016 Higher Education Edition , 2015 .