A systematic literature review on user factors to support the sense of presence in virtual reality learning environments

Immersive VR media are increasingly being integrated into education and academic studies. Various forms of teaching benefit from the sense of presence, wherein users feel fully engaged in the virtual environment. Research indicates that the presence experienced in VR environments enhances user satis...

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Published inComputers & Education: X Reality Vol. 4; p. 100064
Main Authors Wiepke, Axel, Heinemann, Birte
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 2024
Elsevier
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Abstract Immersive VR media are increasingly being integrated into education and academic studies. Various forms of teaching benefit from the sense of presence, wherein users feel fully engaged in the virtual environment. Research indicates that the presence experienced in VR environments enhances user satisfaction, reduces errors during tasks, and promotes more enduring training effects. Since presence is a subjective phenomenon, it is expected to be influenced by user demographics, cognitive abilities, personality traits, interests, and emotions. In this systematic literature review, we examined scientific articles using Google Scholar to identify significant influences of these user factors on presence. Employing the PRISMA methodology, we analyzed a total of 33 articles that addressed our research question. The results indicate that only a subset of the anticipated factors significantly affect presence. These factors include the user's level of interest in the subject being experienced, and any mental disorders associated with it. Additionally, factors such as the user's ability to perceive the spatial qualities of the virtual environment, their disposition toward kindness and generosity, and their inclination to engage with objects—such as media products—affect presence. [Display omitted] •State-of-the-Art Review: Presence in Virtual Reality Educational Applications Combined with User Factors.•Findings: Research on presence is interdisciplinary, encompassing multiple perspectives and factors.•The most supported correlation of a user factor with presence relates to the categories of domain-specific interest, disorders, spatial intelligence, agreeableness, and absorption.
AbstractList Immersive VR media are increasingly being integrated into education and academic studies. Various forms of teaching benefit from the sense of presence, wherein users feel fully engaged in the virtual environment. Research indicates that the presence experienced in VR environments enhances user satisfaction, reduces errors during tasks, and promotes more enduring training effects. Since presence is a subjective phenomenon, it is expected to be influenced by user demographics, cognitive abilities, personality traits, interests, and emotions. In this systematic literature review, we examined scientific articles using Google Scholar to identify significant influences of these user factors on presence. Employing the PRISMA methodology, we analyzed a total of 33 articles that addressed our research question. The results indicate that only a subset of the anticipated factors significantly affect presence. These factors include the user's level of interest in the subject being experienced, and any mental disorders associated with it. Additionally, factors such as the user's ability to perceive the spatial qualities of the virtual environment, their disposition toward kindness and generosity, and their inclination to engage with objects—such as media products—affect presence.
Immersive VR media are increasingly being integrated into education and academic studies. Various forms of teaching benefit from the sense of presence, wherein users feel fully engaged in the virtual environment. Research indicates that the presence experienced in VR environments enhances user satisfaction, reduces errors during tasks, and promotes more enduring training effects. Since presence is a subjective phenomenon, it is expected to be influenced by user demographics, cognitive abilities, personality traits, interests, and emotions. In this systematic literature review, we examined scientific articles using Google Scholar to identify significant influences of these user factors on presence. Employing the PRISMA methodology, we analyzed a total of 33 articles that addressed our research question. The results indicate that only a subset of the anticipated factors significantly affect presence. These factors include the user's level of interest in the subject being experienced, and any mental disorders associated with it. Additionally, factors such as the user's ability to perceive the spatial qualities of the virtual environment, their disposition toward kindness and generosity, and their inclination to engage with objects—such as media products—affect presence. [Display omitted] •State-of-the-Art Review: Presence in Virtual Reality Educational Applications Combined with User Factors.•Findings: Research on presence is interdisciplinary, encompassing multiple perspectives and factors.•The most supported correlation of a user factor with presence relates to the categories of domain-specific interest, disorders, spatial intelligence, agreeableness, and absorption.
ArticleNumber 100064
Author Wiepke, Axel
Heinemann, Birte
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Keywords Learning environments
Presence
Systematic review
User factor
Virtual reality
Language English
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Snippet Immersive VR media are increasingly being integrated into education and academic studies. Various forms of teaching benefit from the sense of presence, wherein...
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SubjectTerms Learning environments
Presence
Systematic review
User factor
Virtual reality
Title A systematic literature review on user factors to support the sense of presence in virtual reality learning environments
URI https://dx.doi.org/10.1016/j.cexr.2024.100064
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