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An exploration of low- and high-immersive virtual reality modalities for willingness to communicate in English as a second language 低度和高度沉浸式虚拟现实模式对英语作为第二语言的交流意愿的探索
Pub Date : 2024-07-30 DOI: 10.1016/j.cexr.2024.100076
Anastassiya Yudintseva

This mixed-method quasi-experimental study compares the impact of two different kinds of virtual reality environments on the willingness of English as a Second Language (ESL) students to engage in communication. Twenty high-level ESL graduate students were recruited for the research and organized into 10 pairs. Each pair of students completed two separate speaking tasks. One task took place in a low-immersive virtual reality environment, while the other task took place in a high-immersive virtual reality environment. The study was counterbalanced, with half completing the two tasks in one order, while the other half completed them in the reverse order. The study found no statistically significant differences between the modality conditions on willingness to communicate. Task order and action-oriented instructional methods were found to have greater impact than the modality. However, a significant difference was found between participants' affective-cognitive experiences, with participants reporting higher cognitive load and greater enjoyment in high-immersive condition. Speaking anxiety was also reduced after participation in two virtual reality tasks, leading to an increase in self-confidence. Additionally, qualitative analysis identified relationships between various technological, affective-cognitive, and individual factors that can affect the student's willingness to communicate. Empirical and theoretical implications are discussed, along with limitations and directions for future research.

这项混合方法准实验研究比较了两种不同的虚拟现实环境对英语作为第二语言(ESL)的学生参与交流的意愿的影响。研究招募了 20 名高水平 ESL 研究生,并将他们分成 10 对。每对学生分别完成两项口语任务。一个任务在低沉浸式虚拟现实环境中进行,另一个任务在高沉浸式虚拟现实环境中进行。研究采用了平衡法,一半学生按照一种顺序完成两项任务,另一半学生则按照相反的顺序完成任务。研究发现,在交流意愿方面,不同模式条件下的差异没有统计学意义。研究发现,任务顺序和以行动为导向的教学方法比方式的影响更大。然而,研究发现,参与者的情感认知体验之间存在明显差异,在高沉浸式条件下,参与者的认知负荷更高,也更享受这种体验。参加两项虚拟现实任务后,说话焦虑也有所减轻,从而增强了自信心。此外,定性分析还确定了可能影响学生交流意愿的各种技术、情感认知和个人因素之间的关系。本文讨论了经验和理论意义,以及局限性和未来研究方向。
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引用次数: 0
Learning cleanroom microfabrication operations in virtual reality – An immersive and guided learning experience 在虚拟现实中学习洁净室微加工操作--身临其境的引导式学习体验
Pub Date : 2024-06-29 DOI: 10.1016/j.cexr.2024.100073
Fang Wang , Xinhao Xu , Shangman Li , Weiyu Feng , Mahmoud Almasri

This paper details the design and development of an immersive and self-guided Virtual Reality training system (iSGVRTS) for learning cleanroom microfabrication operations, with a specific emphasis on the photolithography process, within a college-level semiconductor laboratory curriculum. It presents the thorough construction of the iSGVRTS environment as well as the incorporation of integrated instructional methodologies. To assess the impact of the iSGVRTS intervention, pre-and post-tests were administered to evaluate learners' performance. The implementation of iSGVRTS yielded a notable enhancement for learners in laboratory operational proficiency, evidenced by improvements in task correct rates, reduction in procedural errors, and knowledge acquisition. Moreover, post-session interviews revealed learners’ reported increased confidence, a heightened sense of presence, manageable cognitive load, and positive feedback regarding the immersive learning experience.

本文详细介绍了沉浸式和自导式虚拟现实培训系统(iSGVRTS)的设计和开发,该系统用于在大学半导体实验室课程中学习洁净室微加工操作,特别强调光刻工艺。报告介绍了 iSGVRTS 环境的全面构建以及综合教学方法的融入。为了评估 iSGVRTS 干预措施的影响,对学习者的表现进行了前后测试。iSGVRTS 的实施显著提高了学习者的实验室操作能力,这体现在任务正确率的提高、程序错误的减少以及知识的掌握上。此外,课后访谈显示,学习者表示自信心增强、临场感增强、认知负荷可控,并对沉浸式学习体验给予了积极反馈。
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引用次数: 0
Immersive virtual reality for unintentional injury prevention training with children: A systematic review 沉浸式虚拟现实技术用于儿童意外伤害预防培训:系统回顾
Pub Date : 2024-06-28 DOI: 10.1016/j.cexr.2024.100072
Allana Santiago , Bernadette Matthews , Won Sun Chen , Therese Keane , Jordy Kaufman

Researchers and educators continue to explore the potential of Immersive Virtual Reality (IVR) technology for safety training in children, as unintentional injuries persist as the leading cause of global mortality among this cohort. In order to implement IVR as a safety training tool, it is important to understand its effectiveness compared to other methods. However, few studies have systematically summarised the use of IVR for unintentional injury prevention training with children. To address this gap, a systematic review was conducted using five databases, following the PRISMA guidelines. Sixteen studies published until March 2024 were identified that evaluated the effectiveness of IVR technology for unintentional injury prevention training with children aged 1–14 years. We evaluated: i) the types of unintentional injury skills taught, ii) research designs, data collection methods and measures used, iii) IVR interface and equipment utilised, and iv) the effectiveness of IVR technologies in comparison to conventional methods of training. The majority of the identified studies focused on road safety, with three on fire safety, and one on water safety. Varied instruments were used to measure outcomes including knowledge, behaviour, immersion, interest, enjoyment, and usability. IVR interventions employed head-mounted displays (N = 13) and Cave Automatic Virtual Environments (N = 3), with either interactive or passive experiences. Overall, the studies suggest a positive role for IVR in unintentional injury prevention training with children. However, only two studies made direct comparisons with other methods, underscoring the need for a cautious interpretation of the findings. Future studies should prioritise evaluating the transfer of learnings from the virtual environment to real-world settings, direct comparisons between IVR and conventional training methods, the relationship between different IVR learning approaches and cognitive and motor skill acquisition, and the correlation between immersion and learning outcomes.

研究人员和教育工作者继续探索沉浸式虚拟现实(IVR)技术在儿童安全培训方面的潜力,因为意外伤害一直是导致全球儿童死亡的主要原因。为了将沉浸式虚拟现实技术作为一种安全培训工具,了解它与其他方法相比的有效性非常重要。然而,很少有研究系统地总结了在儿童意外伤害预防培训中使用 IVR 的情况。为了弥补这一不足,我们按照 PRISMA 指南,使用五个数据库进行了系统性综述。我们找到了截至 2024 年 3 月发表的 16 项研究,这些研究评估了 IVR 技术用于 1-14 岁儿童意外伤害预防培训的有效性。我们对以下几个方面进行了评估:i) 所教授的意外伤害技能类型;ii) 所使用的研究设计、数据收集方法和衡量标准;iii) 所使用的 IVR 界面和设备;iv) IVR 技术与传统培训方法的有效性比较。大部分已确定的研究都集中在道路安全方面,三项研究涉及消防安全,一项涉及水安全。研究使用了各种工具来衡量结果,包括知识、行为、沉浸感、兴趣、乐趣和可用性。IVR 干预措施采用了头戴式显示器(13 项)和洞穴自动虚拟环境(3 项),提供互动或被动体验。总体而言,这些研究表明 IVR 在儿童意外伤害预防培训中发挥了积极作用。不过,只有两项研究将其与其他方法进行了直接比较,这就强调了对研究结果进行谨慎解释的必要性。今后的研究应优先评估从虚拟环境到现实环境的学习转移、IVR 与传统培训方法的直接比较、不同 IVR 学习方法与认知和运动技能掌握之间的关系,以及沉浸感与学习效果之间的相关性。
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引用次数: 0
Examining the connection between preservice teachers’ discussion performance in a mixed reality teaching simulation with their self-reported goals and success in facilitating discussions 研究职前教师在混合现实模拟教学中的讨论表现与他们自我报告的目标和促进讨论的成功之间的联系
Pub Date : 2024-06-17 DOI: 10.1016/j.cexr.2024.100071
Devon Kinsey , Jamie N. Mikeska , Heather Howell , Pavneet Kaur Bharaj

With the growing use of mixed reality teaching simulations in teacher education there is a need for researchers to examine how preservice teacher (PST) learning can be supported when using these simulations. To address this gap the current study explores how 47 PSTs used an online teaching simulation to facilitate a discussion focused on argumentation with five student avatars in the MursionTM mixed reality simulated classroom environment. We assessed PSTs' performance in the simulation using rubric-level scores assigned by trained raters and then compared the scores to PSTs' survey responses completed after their discussion asking them to self-report their goals for the discussion, how successful they thought they were across five dimensions of facilitating high-quality, argumentation-focused discussions, and their overall perceptions of the mixed reality teaching simulation. Findings suggest that PSTs' understanding of the discussion task's learning goals somewhat predicted their success in facilitating the discussion and that PSTs' self-assessment of their performance was not always consistent with raters' evaluation of the PSTs' performance. In particular, self-assessment was found to be most consistent with raters' evaluations for those PSTs with higher rater-assigned scores and least consistent for those with lower rater-assigned scores. The implications of these findings are as follows: (1) researchers should be cautious in relying on PST self-report of success when engaging in mixed reality teaching simulations, particularly because low performance may be obscured, (2) teacher educators should be aware that reliance on self-report from PSTs likely obscures the need for additional support for exactly those PSTs who need it most, and (3) the field, therefore, should expand efforts to measure PSTs' performance when using mixed reality teaching simulations.

随着混合现实教学模拟在师范教育中的应用越来越广泛,研究人员需要研究在使用这些模拟时如何支持职前教师(PST)的学习。为了弥补这一不足,本研究探讨了 47 名在职教师如何使用在线教学模拟,在 MursionTM 混合现实模拟课堂环境中与五个学生化身一起开展以论证为重点的讨论。我们使用训练有素的评分员给出的评分标准来评估 PST 在模拟教学中的表现,然后将这些评分与 PST 在讨论结束后填写的调查问卷进行比较,调查问卷要求 PST 自我报告他们的讨论目标、他们认为自己在促进以论证为重点的高质量讨论的五个方面的成功程度,以及他们对混合现实模拟教学的总体看法。研究结果表明,PSTs 对讨论任务学习目标的理解在一定程度上预示着他们在促进讨论方面的成功,而且 PSTs 对自己表现的自我评估与评分者对 PSTs 表现的评价并不总是一致的。特别是,对于那些评分者指定分数较高的 PST 来说,自我评估与评分者的评价最为一致,而对于那些评分者指定分数较低的 PST 来说,自我评估与评分者的评价最不一致。这些研究结果的意义如下(1) 研究人员在依赖 PST 自我报告参与混合现实模拟教学的成功时应谨慎,特别是因为低绩效可能会被掩盖;(2) 教师教育者应意识到,依赖 PST 的自我报告可能会掩盖对那些最需要额外支持的 PST 的需求;(3) 因此,该领域应扩大努力,测量 PST 在使用混合现实模拟教学时的绩效。
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引用次数: 0
Learning effectiveness of immersive virtual reality in education and training: A systematic review of findings 沉浸式虚拟现实技术在教育和培训中的学习效果:对研究结果的系统审查
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100053
Matthias Conrad, David Kablitz, Stephan Schumann

The use of immersive virtual reality (IVR) offers a variety of design possibilities for action-oriented teaching and learning that enables the promotion of specific knowledge and skills. In order to use IVR applications as an effective teaching and learning medium, it is important to understand the potential advantages and disadvantages of this technology compared to other media. This raises the question of what type of learning environment is most effective in promoting specific knowledge and skills. To answer these questions, a systematic review of research on learning with IVR in an educational context was conducted using the PRISMA method (Liberati et al., 2009; Page et al., 2021). The study analyzed 30 relevant research articles to compare the relative effectiveness of IVR-based learning and its impact on learner engagement, as outlined in the ICAP framework (Chi & Wylie, 2014). The results indicate that IVR has a positive impact on learning compared to other types of media. The study suggests that IVR technology is suitable for learning environments that prioritize active learner engagement and practical application, such as active manipulation and constructive creation. In summary, the results offer more insights into the advantages of using IVR to accomplish particular learning objectives.

沉浸式虚拟现实技术(IVR)的使用为以行动为导向的教学提供了多种设计可能性,可以促进特定知识和技能的学习。为了将 IVR 应用作为一种有效的教学媒体,必须了解这种技术与其他媒体相比的潜在优缺点。这就提出了一个问题:什么样的学习环境能最有效地促进特定知识和技能的学习?为了回答这些问题,我们采用 PRISMA 方法(Liberati 等人,2009 年;Page 等人,2021 年)对教育背景下使用 IVR 学习的研究进行了系统回顾。研究分析了 30 篇相关研究文章,比较了基于 IVR 的学习的相对有效性及其对学习者参与度的影响,正如 ICAP 框架所概述的那样(Chi & Wylie, 2014)。结果表明,与其他类型的媒体相比,IVR 对学习有积极的影响。研究表明,IVR 技术适用于优先考虑学习者积极参与和实际应用的学习环境,如主动操作和建设性创造。总之,研究结果让我们更深入地了解了使用 IVR 来实现特定学习目标的优势。
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引用次数: 0
Task difficulty impact on multitasking in mixed reality environments 任务难度对混合现实环境中多任务处理的影响
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100065
Safanah Abbas , Heejin Jeong

Mixed reality applications allow users to experience both physical and digital worlds simultaneously. However, limited research has compared multitasking performance in these two worlds with different difficulty levels. This study investigated the effect of task difficulty on mixed-reality multitasking performance. A block-matching task was used for the physical task experiment, and the N-back test was used for the virtual task experiment. Thirty-six participants completed eight experimental conditions and were tested on four measures: NASA-TLX, accuracy, priority, and hand use. Physical demand and effort subscales were significant in all the experimental manipulations: real-world tasks, virtual-world tasks, and multitasking. The priority variable was not found to be substantial. Most participants prioritized working on either real-world tasks or multitasking, leaving the virtual-world tasks to the least preferred. Such a study can empower instructional designers to tailor tasks that align with learners’ cognitive abilities for an optimal learning experience.

混合现实应用允许用户同时体验物理世界和数字世界。然而,对这两个世界中不同难度的多任务处理性能进行比较的研究还很有限。本研究调查了任务难度对混合现实多任务处理性能的影响。在物理任务实验中使用了分块匹配任务,在虚拟任务实验中使用了N-back测试。36 名参与者完成了八种实验条件,并接受了四项测试:NASA-TLX、准确性、优先级和手的使用。在所有实验操作中,体力需求和努力分量表都具有显著性:真实世界任务、虚拟世界任务和多任务处理。优先级变量并不显著。大多数参与者优先处理现实世界任务或多任务处理,最不喜欢虚拟世界任务。这样的研究可以让教学设计者根据学习者的认知能力来定制任务,从而获得最佳的学习体验。
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引用次数: 0
Immersive technologies in health professions education: A bibliometric analysis 卫生专业教育中的沉浸式技术:文献计量分析
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100051
Shan Li

Immersive technologies are playing an increasingly crucial role in revolutionizing health professions education, as they provide students with realistic and interactive learning experiences. These experiences better prepare them for the complexities and challenges they will encounter in real-world healthcare practice. To comprehensively explore the growth, trends, and patterns at the intersection of immersive technologies and health professions education, a bibliometric analysis was conducted in May 2023 using the Clarivate Analytics - Web of Science Core Collection database. Specifically, we conducted a thorough descriptive examination of various facets within the dataset of 956 bibliographic records, obtained through a systematic literature search. We presented descriptive insights from this scientific literature at multiple levels, including the article (e.g., most frequent words, important themes, trends of keywords), journal (most productive, and most cited journals), affiliation (most productive affiliations), and country (most productive, and most cited countries) levels. Furthermore, we explored the conceptual, intellectual, and social structures of this field of study, represented by the co-occurrence network, co-word network, and collaboration network, respectively. These analyses collectively painted a comprehensive picture of the research landscape within the realm of immersive technologies in health professions education. This study not only contributes to the identification of trends and gaps in the literature but also provides actionable insights for educators, researchers, and policymakers regarding influential players, resource allocation, and global collaboration.

沉浸式技术为学生提供了逼真的互动学习体验,在卫生专业教育的变革中发挥着越来越关键的作用。这些体验能让他们更好地应对在实际医疗实践中遇到的复杂情况和挑战。为了全面探索沉浸式技术与卫生专业教育交叉领域的发展、趋势和模式,我们于 2023 年 5 月使用 Clarivate Analytics - Web of Science 核心收藏数据库进行了文献计量分析。具体来说,我们对通过系统文献检索获得的 956 条书目记录数据集的各个方面进行了全面的描述性检查。我们从多个层面对这些科学文献进行了描述性分析,包括文章(如最常出现的词、重要主题、关键词趋势)、期刊(最有成果的期刊和被引用次数最多的期刊)、所属单位(最有成果的所属单位)和国家(最有成果的国家和被引用次数最多的国家)等层面。此外,我们还探讨了这一研究领域的概念、知识和社会结构,分别以共现网络、共词网络和合作网络为代表。这些分析共同描绘了卫生专业教育领域沉浸式技术研究的全貌。这项研究不仅有助于发现文献中的趋势和差距,还为教育工作者、研究人员和政策制定者提供了有关有影响力的参与者、资源分配和全球合作的可行见解。
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引用次数: 0
Exploring the effect of VR-enhanced teaching aids in STEAM education: An embodied cognition perspective 探索虚拟现实增强型教具在 STEAM 教育中的效果:体现认知的视角
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100067
Zehui Zhan , Xuanyan Zhong , Zhihang Lin , Rubing Tan

The purpose of this study was to examine the effect of Physical Teaching Aids (PTAs) and VR-Enhanced Teaching Aids (VETAs) on students’ learning performance, attitudes, and classroom interactions in a STEAM course. A quasi-experimental study was conducted with a total of 85 fifth-grade students, 42 in the treatment group and 43 in the control group. The students in the treatment group reported a high level of acceptance of the VETAs in the post-course interview. The Lag Sequential Analysis results indicated that the use of VETAs improved students' learning performance and made the classroom more learner-centered than those who were facilitated with PTAs. In the treatment group, students were able to investigate problems more actively, practice and innovate more interactively, and achieve deeper learning. The current study further elaborates on the reasons and summarizes the mechanism of VETAs supporting the perceptual field in STEAM education.

本研究旨在考察物理教具(PTA)和虚拟现实增强教具(VETA)对 STEAM 课程中学生学习成绩、态度和课堂互动的影响。这项准实验研究共有 85 名五年级学生参加,其中治疗组 42 人,对照组 43 人。在课后访谈中,治疗组的学生对职业教育与培训协议的接受程度很高。滞后序列分析结果表明,与使用 PTA 的学生相比,使用 VETAs 提高了学生的学习成绩,使课堂更加以学生为中心。在处理组中,学生能够更积极地探究问题,更互动地实践和创新,并实现更深入的学习。本研究进一步阐述了职教与创客教育中支持感知领域的原因,并总结了职教与创客教育的机制。
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引用次数: 0
A Serious game for programming in higher education 高等教育中的严肃编程游戏
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100061
Thomas Hainey, Gavin Baxter

Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher Education (HE) level. With the advancement of games technology there is an increasing opportunity for educators to provide innovative assessment tools for students on their courses which are highly immersive and graphically indicative of the times. This could potentially be in a supplementary capacity or to a greater extent inextricably linked to the learning outcomes and assessment outcomes. Notably serious games and Games-Based Learning (GBL) have received high levels of attention from educationalists due to being motivational, novel learning approaches. This paper will outline two empirical studies conducted to develop a game to teach programming at HE level. The first study will gauge the acceptability of a computer game for teaching programming and formulating content integration development requirements. The second study will outline the evaluation of the developed game being placed in a module as a formative assessment tool to assist learners to revise for their formal class test. Study one showed that acceptability of the game was high with 61 participants completing an acceptability/content integration questionnaire. The game was designed to consolidate knowledge on rudimentary and advanced programming concepts, data structures and algorithms. 48 participants evaluated the game in study two with the results generally indicating that they enjoyed playing the game as a revision alternative with 14% of participants rating it as very effective and 51% of participants as effective for allowing them to prepare for their class test. The majority of participants also believed that games could be utilised in a formative and summative assessment capacity on courses for independent study.

编程是一项难度极高的技能,是高等教育(HE)中许多本科课程的组成部分。随着游戏技术的发展,教育工作者有越来越多的机会为学生提供创新的评估工具,让他们在课程中身临其境,用图形显示时代的发展。这有可能是辅助性的,也有可能在更大程度上与学习成果和评估结果密不可分。值得注意的是,严肃游戏和基于游戏的学习(GBL)因其激励性和新颖的学习方法而受到教育学家的高度关注。本文将概述两项实证研究,目的是开发一款游戏,用于在高等教育阶段教授编程。第一项研究将评估计算机游戏在编程教学中的可接受性,并制定内容整合开发要求。第二项研究将概述对所开发的游戏的评估,该游戏作为一种形成性评估工具被放置在一个模块中,以帮助学习者为正式的课堂测试进行复习。第一项研究表明,游戏的可接受性很高,有 61 名参与者填写了可接受性/内容整合问卷。该游戏旨在巩固初级和高级编程概念、数据结构和算法方面的知识。48 名参与者对研究二中的游戏进行了评估,结果普遍表明,他们喜欢把游戏作为一种复习替代方法,14% 的参与者认为游戏非常有效,51% 的参与者认为游戏能有效帮助他们准备课堂测试。大多数参与者还认为,游戏可以在自主学习课程中用作形成性和总结性评估。
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引用次数: 0
A systematic literature review on user factors to support the sense of presence in virtual reality learning environments 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
Pub Date : 2024-01-01 DOI: 10.1016/j.cexr.2024.100064
Axel Wiepke , Birte Heinemann

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.

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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Computers & Education: X Reality
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