How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

Detalhes bibliográficos
Autor(a) principal: Han, Eugy
Data de Publicação: 2024
Outros Autores: Strate, Ian, Nowak, Kristine L., Bailenson, Jeremy N.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: https://doi.org/10.17645/mac.8730
Resumo: Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may help people, including those with computer anxiety, better navigate virtual experiences. However, best practices for how training should be administered remain unclear. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size (n = 284). We measured performance and self-reported outcomes while participants navigated computer-graphic scenes, manipulated three-dimensional objects, and watched a narrative 360° video. Results showed that participants who received training via video or VR mastered more VR functions than those who received training via paper. Additionally, those who trained directly in VR had less of a negative experience using VR for completing tasks. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Finally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including having less mastery of VR functions and engagement with the 360° video content, perceiving the training as being less useful, completing tasks with more difficulty, and having more of a negative experience. Our results suggest that keeping the medium the same both during training and doing is ideal. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR.
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spelling How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Realitynarrative; recall; storytelling; training; virtual realityVirtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may help people, including those with computer anxiety, better navigate virtual experiences. However, best practices for how training should be administered remain unclear. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size (n = 284). We measured performance and self-reported outcomes while participants navigated computer-graphic scenes, manipulated three-dimensional objects, and watched a narrative 360° video. Results showed that participants who received training via video or VR mastered more VR functions than those who received training via paper. Additionally, those who trained directly in VR had less of a negative experience using VR for completing tasks. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Finally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including having less mastery of VR functions and engagement with the 360° video content, perceiving the training as being less useful, completing tasks with more difficulty, and having more of a negative experience. Our results suggest that keeping the medium the same both during training and doing is ideal. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR.Cogitatio Press2024-11-27info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.8730https://doi.org/10.17645/mac.8730Media and Communication; Vol 12 (2024): The Many Dimensions of Us: Harnessing Immersive Technologies to Communicate the Complexity of Human Experiences2183-243910.17645/mac.i455reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/8730https://www.cogitatiopress.com/mediaandcommunication/article/view/8730/4090https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/8730/4153Copyright (c) 2024 Eugy Han, Ian Strate, Kristine L. Nowak, Jeremy N. Bailensoninfo:eu-repo/semantics/openAccessHan, EugyStrate, IanNowak, Kristine L.Bailenson, Jeremy N.2024-11-28T17:45:22Zoai:ojs.cogitatiopress.com:article/8730Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:15:31.504242Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
title How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
spellingShingle How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
Han, Eugy
narrative; recall; storytelling; training; virtual reality
title_short How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
title_full How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
title_fullStr How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
title_full_unstemmed How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
title_sort How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
author Han, Eugy
author_facet Han, Eugy
Strate, Ian
Nowak, Kristine L.
Bailenson, Jeremy N.
author_role author
author2 Strate, Ian
Nowak, Kristine L.
Bailenson, Jeremy N.
author2_role author
author
author
dc.contributor.author.fl_str_mv Han, Eugy
Strate, Ian
Nowak, Kristine L.
Bailenson, Jeremy N.
dc.subject.por.fl_str_mv narrative; recall; storytelling; training; virtual reality
topic narrative; recall; storytelling; training; virtual reality
description Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may help people, including those with computer anxiety, better navigate virtual experiences. However, best practices for how training should be administered remain unclear. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size (n = 284). We measured performance and self-reported outcomes while participants navigated computer-graphic scenes, manipulated three-dimensional objects, and watched a narrative 360° video. Results showed that participants who received training via video or VR mastered more VR functions than those who received training via paper. Additionally, those who trained directly in VR had less of a negative experience using VR for completing tasks. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Finally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including having less mastery of VR functions and engagement with the 360° video content, perceiving the training as being less useful, completing tasks with more difficulty, and having more of a negative experience. Our results suggest that keeping the medium the same both during training and doing is ideal. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR.
publishDate 2024
dc.date.none.fl_str_mv 2024-11-27
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://doi.org/10.17645/mac.8730
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url https://doi.org/10.17645/mac.8730
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/8730
https://www.cogitatiopress.com/mediaandcommunication/article/view/8730/4090
https://www.cogitatiopress.com/mediaandcommunication/article/downloadSuppFile/8730/4153
dc.rights.driver.fl_str_mv Copyright (c) 2024 Eugy Han, Ian Strate, Kristine L. Nowak, Jeremy N. Bailenson
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2024 Eugy Han, Ian Strate, Kristine L. Nowak, Jeremy N. Bailenson
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Cogitatio Press
publisher.none.fl_str_mv Cogitatio Press
dc.source.none.fl_str_mv Media and Communication; Vol 12 (2024): The Many Dimensions of Us: Harnessing Immersive Technologies to Communicate the Complexity of Human Experiences
2183-2439
10.17645/mac.i455
reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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