Computers as theatre
Localization in virtual acoustic displays
Presence: Teleoperators and Virtual Environments - Premier issue
Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Defining virtual reality: dimensions determining telepresence
Communication in the age of virtual reality
Immersive virtual reality technology
Communication in the age of virtual reality
Communication research on consumer VR
Communication in the age of virtual reality
Interpersonal communication and virtual reality: mediating interpersonal relationships
Communication in the age of virtual reality
Cognitive issues in virtual reality
Virtual environments and advanced interface design
Multimedia for Learning: Methods and Development
Multimedia for Learning: Methods and Development
Real and illusory interactions enhance presence in virtual environments
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
ICALT '01 Proceedings of the IEEE International Conference on Advanced Learning Technologies
Proceedings of the third Nordic conference on Human-computer interaction
Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games
Technology and Health Care
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
Computers in Human Behavior
Lost in space? Cognitive fit and cognitive load in 3D virtual environments
Computers in Human Behavior
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Does the immersive design of an educational gaming environment affect learners' virtual presence and how much do they learn? Does virtual presence affect learning? This study tries to answer these questions by examining the differences in virtual presence and learning outcomes in two different computer-based multimedia environments: a gaming environment with high immersive design vs. hypertext learning environment with low immersive design. As the main focus, the effect of virtual presence on learning is also explained and tested. By identifying virtual presence as a variable that may determine learning, it is argued that computer gaming environments present a new challenge for researchers to investigate, particularly, the effects of virtual presence on the immersive design of games in order to help designers to predict which instructional configurations will maximize learning performance. In general, results revealed that the high-immersive gaming environment leads to the strongest form of virtual presence but also decreased learning. Although regression analyses indicate that virtual presence positively influences trivial- and non-trivial learning outcomes, learners who learned in a low-immersive environment outperformed the gaming group. A mediation analysis showed that the relation between virtual presence and non-trivial learning outcomes is partly mediated through increased cognitive load.