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Core reading
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Presence in VR therapy/training (Rothbaum et al, 1995)
High presence is more effective for training & therpay tahn for communication & entertainment
headsets should be chosen with specific purpose
Self-avatars influence behaviour (Yee & Bailenson, 2007)
avatar choice matters → even if not intended to study avatars, it will impact the results
VR apps that place users in avatars can influence ones attitudes and behaviour overtime
VR for procedural training (Moreno & Mayer, 2002)
individuals may struggle with cognitive overload/abstract learning
lessons should be kept short & focus on procedural
2D may be more effective than VR
People underestimate distance in VR (Loomis & Knapp, 2003)
when computing variables based on movements often underestimate distance
app that require accurate movements may be challenging
How to resolve issues of VR (Bailenson, J. N. et al., 2025)
use DICE Framework → only use VR for
dangerous
impossible
counterproductive
expesneive experiences
that are not possible to implement in the real world
e.g training firefighters
Body tracking makes VR unique
VR's unique ability to track and integrate a user's body movements into the experience is a core benefit, especially for physical activities.
e.g VR is great for high-level spatial activities like virtual fitness classes.
but Users should be wary of using VR for tasks that require down-to-the-centimeter accuracy, as the medium struggles with precision movements and distance judgment.
applying cognitive theory of multimedia learning (CTML) principles to AR
AR HMD, handheld AR, video group
completed tangram game (creating shapes)
no difference in extraneous load levels between AR & video conditions
both efficent at minimising cognitive effort
no difference between retention & transfer task
effectiveness of CTML can be extended to AR but needs further investigation