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The Sense of Presence in Virtual Training: Enhancing Skills Acquisition and Transfer of Knowledge through Learning Experience in Virtual Environments

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Recent advances in educational and training technology are offering an increasing number of innovative and promising learning environments including three-dimensional and two-dimensional virtual worlds as well as computer simulations. These environments differ a lot as to both their technological sophistication and to the types of skills taught, varying for example from immersive 3D environments of high-fidelity to simulations of complex relational situations, for the learning of "soft skills" of growing strategic interest to enterprises such as leadership, customer service, coaching, selling etc. The learning potential of virtual training relies on the possibility for learners to make a number of significant first-person experiences and to fail in a safe and protected environment. In order to be effective, the experience should seem real and engaging to participants, as "if they were in there": they should feel (emotionally and cognitively) present in the situation. The goal of this chapter is to investigate the relationships existing among the factors that are crucial to the emergence of a sense of presence in virtual training environments. This exploration aims at outlining a possible model of presence in virtual learning environments, trying to define on the one hand the key factors conveying it in training contexts and on the other hand how the sense of presence contributes to enhance learning efficacy and to support following transfer of knowledge and skills.
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... Within the context of video games, higher presence seems to enhance user satisfaction, enjoyability and time spent playing [4,5]. Heightened presence has also been shown to increase usability of VR as a tool in domains such as psychology research [6,7], learning [8][9][10], training [11,12] and therapy [13,14], and in commercial advertising [15] and sensorimotor rehabilitation [16,17]. Given its growing significance, it is important to develop a better 2 Background and related work ...
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Users’ emotions may influence the formation of presence in virtual reality (VR). Users’ expectations, state of arousal and personality may also moderate the relationship between emotions and presence. An interoceptive predictive coding model of conscious presence (IPCM) considers presence as a product of the match between predictions of interoceptive emotional states and the actual states evoked by an experience (Seth et al. 2012). The present paper aims to test this model’s applicability to VR for both high-arousal and low-arousal emotions. The moderating effect of personality traits on the creation of presence is also investigated. Results show that user expectations about emotional states in VR have an impact on presence, however, expression of this relationship is moderated by the intensity of an emotion, with only high-arousal emotions showing an effect. Additionally, users’ personality traits moderated the relationship between emotions and presence. A refined model is proposed that predicts presence in VR by weighting emotions according to their level of arousal and by considering the impact of personality traits.
... Questions about the results and data provided by miWe were raised by many participants, mainly regarding the transfer of skills acquired on the simulator to real-world scenarios, a critical aspect for the effectiveness of virtual reality training (Levin et al., 2014;Mantovani & Castelnuovo, 2003). Data from the related randomized controlled trial show that, after only a two-week training period with the miWe simulator in the participants' home, their wheelchair skills capacity significantly increased by 7.5%, as measured by the Wheelchair Skills Test-Questionnaire (Faure et al., 2022). ...
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This study aimed to investigate clinical stakeholders’ acceptance of an immersive wheelchair simulator as a potential powered wheelchair skills training tool. Focus groups, conducted in four rehabilitation centers, were used to obtain a rich understanding of participants’ experiences and beliefs. Then, a cross-sectional survey of the simulator acceptability for clinical practice was created. Twenty-three rehabilitation therapists and clinical program directors participated in the focus groups and thirty-three responded to the survey. Participants generally expressed that use of the simulator would be complementary to training in an actual powered wheelchair, and that it could be useful for challenging situations in rehabilitation centers (e.g. anxious clients; when there is uncertainty around their potential to drive a powered wheelchair; tasks that cannot be assessed in a real-life environment). They also provided suggestions to improve the simulator (e.g. more feedback during tasks; possibility of adjusting control settings such as speed and sensitivity; possibility of adding varied control interfaces). Feedback received from key stakeholders clearly indicated that the wheelchair simulator would be complementary to training provided in a real context of use. However, some important limitations must be addressed to improve the simulator and promote its adoption by clinical programs, therapists and clients.
... Virtual reality enables users to experience situations that would either be impossible in real life (like doing a space walk [55]), too dangerous (like training as a firefighter [11,12,70]), or too expensive [75]. Several studies have shown that skills gained in virtual simulations may be successfully transferred to real life situations [42,53] and retained over a longer period of time [10]. Accordingly, virtual reality has been applied to training and learning in a broad spectrum of domains including industrial processes and security [38,40], aviation safety [10], cultural heritage [3,4], military training [54,69], Internet of Things [77] surgery [1,59,65,71], geography [39], safety procedures [10], and social interactions [36,37,64,72,73]. ...
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... Still, it is important to note that the second type of performance (the system's performance) is often considered as associated with the subject's in virtuo experience; for example, the analgesic effect of VR seems to be modulated by the participant's sense of presence (Gutierrez-Maldonado et al., 2010;Hoffman et al., 2004), as does the reduction of phobias (Price & Anderson, 2007;Riva et al., 2019) and the transfer effect of educational environments (Levac et al., 2019;Mantovani & Castelnuovo, 2003). Of note, the two types of performance are mutually nourishing and probably correlated. ...
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... As reviewed by Holden (2005), several studies have indicated that skills learned from simulators do transfer to the real world. 19 One of the key criteria that can lead to better skill transfer is the feeling of presence, 20 in other words the temporary suspension of disbelief such that users feel as if they were "in" the VR environment. 21 Accordingly, presence is thought to make tasks in the VR environment feel more natural and relevant to the user and therefore could enhance task training and transfer of task performance to the real world (RW) environment. ...
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