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      Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment

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          Abstract

          Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users’ motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users’ cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.

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                Author and article information

                Contributors
                nicolas.wenk@artorg.unibe.ch
                Journal
                Virtual Real
                Virtual Real
                Virtual Reality
                Springer London (London )
                1359-4338
                1434-9957
                16 August 2021
                16 August 2021
                2023
                : 27
                : 1
                : 307-331
                Affiliations
                [1 ]GRID grid.5734.5, ISNI 0000 0001 0726 5157, Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, , University of Bern, ; Bern, Switzerland
                [2 ]GRID grid.5734.5, ISNI 0000 0001 0726 5157, Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, , University of Bern, ; Bern, Switzerland
                [3 ]GRID grid.5734.5, ISNI 0000 0001 0726 5157, Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), , University of Bern, ; Bern, Switzerland
                [4 ]GRID grid.5292.c, ISNI 0000 0001 2097 4740, Department of Cognitive Robotics, , Delft University of Technology, ; Delft, The Netherlands
                Author information
                http://orcid.org/0000-0001-5425-0484
                Article
                565
                10.1007/s10055-021-00565-8
                9998603
                36915633
                fa8b9889-5ad3-405b-ab64-502be2a48024
                © The Author(s) 2021

                Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.

                History
                : 31 May 2020
                : 22 July 2021
                Funding
                Funded by: Swiss National Science Foundation
                Award ID: PP00P2 163800
                Award Recipient :
                Funded by: Swiss National Center of Competence in Research (NCCR Robotics)
                Funded by: B. Braun Foundation
                Funded by: Universität Bern
                Categories
                S.I. : Virtual Reality for Therapy, Psychological Interventions, and Physical and Cognitive Rehabilitation
                Custom metadata
                © Springer-Verlag London Ltd., part of Springer Nature 2023

                immersive virtual reality,augmented reality,cognitive load,motivation,usability,embodiment

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