The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)

Virtual reality (VR) offers novel ways to develop skills and learning. This technology can be used to enhance the way we educate and train professionals by possibly being more effective, cost-efficient, and reducing training-related risks. However, the potential benefits from virtual training assume...

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Main Authors: Simone Grassini, Karin Laumann, Martin Rasmussen Skogstad
Format: Article
Language:English
Published: Frontiers Media S.A. 2020-07-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fpsyg.2020.01743/full
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author Simone Grassini
Karin Laumann
Martin Rasmussen Skogstad
Martin Rasmussen Skogstad
author_facet Simone Grassini
Karin Laumann
Martin Rasmussen Skogstad
Martin Rasmussen Skogstad
author_sort Simone Grassini
collection DOAJ
description Virtual reality (VR) offers novel ways to develop skills and learning. This technology can be used to enhance the way we educate and train professionals by possibly being more effective, cost-efficient, and reducing training-related risks. However, the potential benefits from virtual training assume that the trained skills can be transferred to the real world. Nevertheless, in the current published scientific literature, there is limited empirical evidence that links VR use to better learning. The present investigation aimed to explore the use of VR as a tool for training procedural skills and compare this modality with traditional instruction methods. To investigate skill development using the two forms of training, participants were randomly divided into two groups. The first group received training through an instructional video, while the second group trained in VR. After the training session, the participants performed the trained task in a real setting, and task performance was measured. Subsequently, the user’s experienced sense of presence and simulator sickness (SS) was measured with self-report questionnaires. There were no significant differences between groups for any of the performance measures. There was no gender effect on performance. Importantly, the results of the present study indicate that a high sense of presence during the VR simulation might contribute to increased skill learning. These findings can be used as a starting point that could be of value when further exploring VR as a tool for skill development.
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spelling doaj.art-9fec577e004d435bb0cdf03a08cfa9732022-12-21T23:40:13ZengFrontiers Media S.A.Frontiers in Psychology1664-10782020-07-011110.3389/fpsyg.2020.01743553693The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)Simone Grassini0Karin Laumann1Martin Rasmussen Skogstad2Martin Rasmussen Skogstad3Department of Psychology, Norwegian University of Science and Technology, Trondheim, NorwayDepartment of Psychology, Norwegian University of Science and Technology, Trondheim, NorwayDepartment of Psychology, Norwegian University of Science and Technology, Trondheim, NorwayNTNU Social Research, Studio Apertura, Trondheim, NorwayVirtual reality (VR) offers novel ways to develop skills and learning. This technology can be used to enhance the way we educate and train professionals by possibly being more effective, cost-efficient, and reducing training-related risks. However, the potential benefits from virtual training assume that the trained skills can be transferred to the real world. Nevertheless, in the current published scientific literature, there is limited empirical evidence that links VR use to better learning. The present investigation aimed to explore the use of VR as a tool for training procedural skills and compare this modality with traditional instruction methods. To investigate skill development using the two forms of training, participants were randomly divided into two groups. The first group received training through an instructional video, while the second group trained in VR. After the training session, the participants performed the trained task in a real setting, and task performance was measured. Subsequently, the user’s experienced sense of presence and simulator sickness (SS) was measured with self-report questionnaires. There were no significant differences between groups for any of the performance measures. There was no gender effect on performance. Importantly, the results of the present study indicate that a high sense of presence during the VR simulation might contribute to increased skill learning. These findings can be used as a starting point that could be of value when further exploring VR as a tool for skill development.https://www.frontiersin.org/article/10.3389/fpsyg.2020.01743/fullhead-mounted displaysvirtual realitypresenceperformancetraininghuman factors
spellingShingle Simone Grassini
Karin Laumann
Martin Rasmussen Skogstad
Martin Rasmussen Skogstad
The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
Frontiers in Psychology
head-mounted displays
virtual reality
presence
performance
training
human factors
title The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
title_full The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
title_fullStr The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
title_full_unstemmed The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
title_short The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
title_sort use of virtual reality alone does not promote training performance but sense of presence does
topic head-mounted displays
virtual reality
presence
performance
training
human factors
url https://www.frontiersin.org/article/10.3389/fpsyg.2020.01743/full
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