The rapid advancement of digital technologies has transformed education by introducing immersive tools such as virtual reality (VR) and augmented reality (AR), which enhance learning through interactive and adaptive experiences. In construction, data-sensing technologies such as drones and laser scanners are increasingly used for site inspections, monitoring, and real-time decision-making. Training for these technologies often relies on VR simulations; however, traditional VR lacks hands-on realism, limiting users' ability to fully engage with these tools. Research suggests that embodied interaction, where users engage with tangible objects, can improve knowledge retention and task performance. However, its impact on mental workload remains underexplored. Workload, influenced by frustration, cognitive demands, and task complexity, can either enhance intuitiveness or increase strain. This study examines the effectiveness of immersive embodied interaction versus traditional VR in construction education and training. In a pilot study, 21 participants conducted drone-based site inspections under both conditions, with workload assessed using the NASA Task Load Index (NASA-TLX) survey. A paired samples t-test revealed a statistically significant reduction in workload in the embodied interaction condition (t(20) = -4.31, p < .001), indicating that participants experienced lower cognitive demands compared to the traditional VR method. These findings suggest that embodied interaction not only reduces workload but also enhances knowledge retention and task performance, reinforcing its potential as an effective training method in construction-related educational environments.
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This content will become publicly available on June 23, 2027
Comparing VR and 2D game environments on mental workload, emotion and situation awareness: implications for rehabilitation game design
PurposeVirtual reality (VR) games are increasingly being explored as tools for physical and mental rehabilitation, yet their cognitive and psychological demands relative to conventional 2D games remain insufficiently understood. In rehabilitation-oriented tasks, factors such as mental workload (MWL), situational awareness (SA) and affect play a critical role in adherence and safety. As an initial, pre-clinical step, this study examines how these demands differ between immersive VR and traditional 2D gameplay. Design/methodology/approachA within-subjects study was conducted with 21 healthy adults who performed game-based tasks of varying difficulty in both VR and 2D environments. MWL, affect and SA were assessed after each condition using self-assessment questionnaires. FindingsCompared with the 2D environment, VR resulted in significantly higher overall MWL, effort and physical demand, particularly at the easier task difficulty. VR was also associated with higher negative affect at the easy level; however, negative affect did not further increase at the high level, while positive affect remained stable across difficulty levels. Originality/valueThe findings offer foundational insight into the cognitive and affective demands associated with immersive VR gameplay prior to clinical application. The results underscore the need to balance workload, task difficulty and emotional intensity in the design of rehabilitation-oriented VR games, especially in scenarios where exercises are inherently challenging and sustained engagement is essential.
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- Award ID(s):
- 2045848
- PAR ID:
- 10693335
- Publisher / Repository:
- emerald.com
- Date Published:
- Journal Name:
- Journal of Enabling Technologies
- ISSN:
- 2398-6263
- Page Range / eLocation ID:
- 1 to 14
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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