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Publication date: 1 April 2002

93

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Aircraft Engineering and Aerospace Technology, vol. 74 no. 2
Type: Research Article
ISSN: 0002-2667

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Publication date: 1 August 2002

73

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Aircraft Engineering and Aerospace Technology, vol. 74 no. 4
Type: Research Article
ISSN: 0002-2667

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Publication date: 1 December 2002

71

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Aircraft Engineering and Aerospace Technology, vol. 74 no. 6
Type: Research Article
ISSN: 0002-2667

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Article
Publication date: 1 February 2002

120

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Aircraft Engineering and Aerospace Technology, vol. 74 no. 1
Type: Research Article
ISSN: 0002-2667

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Article
Publication date: 1 January 2008

171

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Microelectronics International, vol. 25 no. 1
Type: Research Article
ISSN: 1356-5362

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Publication date: 1 December 2002

130

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Aircraft Engineering and Aerospace Technology, vol. 74 no. 6
Type: Research Article
ISSN: 0002-2667

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Publication date: 1 February 2003

245

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Aircraft Engineering and Aerospace Technology, vol. 75 no. 1
Type: Research Article
ISSN: 0002-2667

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Article
Publication date: 1 February 2000

156

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Aircraft Engineering and Aerospace Technology, vol. 72 no. 1
Type: Research Article
ISSN: 0002-2667

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Article
Publication date: 1 June 2000

77

Abstract

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Aircraft Engineering and Aerospace Technology, vol. 72 no. 3
Type: Research Article
ISSN: 0002-2667

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Open Access
Article
Publication date: 23 September 2022

Katharina Jahn, Frederike Marie Oschinsky, Bastian Kordyaka, Alla Machulska, Tanja Joan Eiler, Armin Gruenewald, Tim Klucken, Rainer Brueck, Carl Friedrich Gethmann and Bjoern Niehaves

Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in…

1030

Abstract

Purpose

Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to present 3D objects to users improves the presence of these objects in the virtual environment compared with 2D objects, leading to increased learning performance.

Design/methodology/approach

To test this study’s hypotheses, the authors conducted a 2 (training condition: approach vs avoid) x 2 (object presence: high vs low) between-subjects laboratory experiment that used IVR with 83 female participants.

Findings

The results support this study’s hypotheses and show that training with high object presence leads to greater reactions to cues (chocolate cravings) and improved health behaviour (chocolate consumption).

Originality/value

This study shows that increased object presence leads to unique experiences for users, which help reinforce training effects. Moreover, this work sheds further light on how immersive computer technologies can affect user attitudes and behaviour. Specifically, this work contributes to IVR research by showing that learning effects can be enhanced through an increased degree of object presence.

Details

Internet Research, vol. 32 no. 7
Type: Research Article
ISSN: 1066-2243

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