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

Axel Wiepke , Birte Heinemann
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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.

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关于支持虚拟现实学习环境中临场感的用户因素的系统性文献综述
沉浸式虚拟现实媒体正越来越多地融入教育和学术研究。各种形式的教学都得益于临场感,用户在虚拟环境中会感到全身心投入。研究表明,在 VR 环境中体验到的临场感能提高用户满意度,减少任务中的失误,并促进更持久的培训效果。由于临场感是一种主观现象,预计会受到用户人口统计、认知能力、个性特征、兴趣和情绪的影响。在本系统性文献综述中,我们使用谷歌学术对科学文章进行了研究,以确定这些用户因素对临场感的重要影响。采用 PRISMA 方法,我们共分析了 33 篇涉及研究问题的文章。结果表明,只有一部分预期因素会对临场感产生重大影响。这些因素包括用户对体验主题的兴趣程度以及与之相关的任何心理障碍。此外,用户感知虚拟环境空间质量的能力、他们的善良和慷慨倾向以及他们与物体(如媒体产品)接触的倾向等因素也会影响临场感。
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