Tang Qingyang, Wang Yanyun, Liu Hao, Liu Qian, Jiang Shen
Cultural Heritage Innovation Lab, School of Journalism and Communication, Beijing Normal University, Beijing, China.
Institute of Communications Research, College of Media, University of Illinois Urbana-Champaign, Champaign, IL, United States.
Front Psychol. 2022 Sep 15;13:957037. doi: 10.3389/fpsyg.2022.957037. eCollection 2022.
Sense of presence and extraneous cognitive load (ECL) are the two psychological effects widely employed to explain the cognitive outcomes caused by high-immersive media (e. g., virtual reality). This study identified the concepts of both technological affordance (i.e., immersion) and the psychological effects of VR learning. It investigated the mechanism by which immersion leads to better or worse communication in the context of art education. We operationalized the concept of immersion into two levels: a high-immersive VR system (HTC VIVE Cosmos) and a low-immersive tablet system (iPad). Through a between-subject experiment, we found that higher immersion not only led to a greater sense of presence but also lowered extraneous cognitive load. Enjoyment and attention increased as a sense of presence rose but were not necessarily predicted by extraneous cognitive load. This study found that sense of presence was a more robust explanatory variable than ECL and that cognitive load could be lower in a high-immersive environment with content specifically designed for VR.
临场感和额外认知负荷(ECL)是用于解释高沉浸媒体(如虚拟现实)所引发认知结果的两种广泛应用的心理效应。本研究明确了技术可供性(即沉浸感)以及虚拟现实学习的心理效应的概念。它探究了在艺术教育背景下沉浸感导致沟通效果变好或变差的机制。我们将沉浸感的概念操作化为两个水平:高沉浸虚拟现实系统(HTC VIVE Cosmos)和低沉浸平板系统(iPad)。通过一项组间实验,我们发现更高的沉浸感不仅会带来更强的临场感,还会降低额外认知负荷。随着临场感增强,愉悦感和注意力会增加,但额外认知负荷不一定能预测这一点。本研究发现,临场感是比额外认知负荷更有力的解释变量,并且在具有专门为虚拟现实设计的内容的高沉浸环境中,认知负荷可能更低。