Effects of Immersion and Embodiment on Memory in Virtual Reality

Elpida Bampouni, Ans Ahmad, Nannan Xi, Nikoletta-Zampeta Legaki, Juho Hamari

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Abstract

As digital information technologies advance, they pave the way for fully immersive 3-dimensional (3D) virtual worlds, such as the metaverse. Before proceeding with metaverse implementations, it is imperative to comprehend how cognition — processing, storing, and recall of information — functions in 3D environments. Therefore, we conducted a large-scale controlled laboratory experiment across virtual settings varying in 2 levels of immersion (high: VR HMD vs. low: flat screen) and embodiment (high: self-motion vs. low: self-anchored), along with a static 2D control condition. Following a 10-minute interaction with a data line-graph, participants completed an immediate free recall pen-and-drawing task to assess short-term visuospatial memory. Five evaluators assessed the drawings based on their similarity to the presented 2D/3D graphs. Results from the final sample of 172 participants, indicate visuospatial memory is likely neither impaired nor enhanced in the metaverse as immersion and embodiment seem to not significantly affect recall performance.
Original languageEnglish
Title of host publicationMindtrek '24: Proceedings of the 27th International Academic Mindtrek Conference
Place of PublicationNew York, NY, USA
PublisherACM
Pages58-67
Number of pages10
ISBN (Electronic)979-8-4007-1823-6
DOIs
Publication statusPublished - 8 Oct 2024
Publication typeA4 Article in conference proceedings
EventAcademic Mindtrek - Tampere, Finland
Duration: 8 Oct 202411 Oct 2024

Conference

ConferenceAcademic Mindtrek
Country/TerritoryFinland
CityTampere
Period8/10/2411/10/24

Publication forum classification

  • Publication forum level 1

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