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Abstract Research about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.more » « less
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Queiroz, A. C.; McGivney, E.; Liu, S. X.; Anderson, C. O.; Beams, B.; DeVeaux, C.; Frazier, K.; Han, E.; Miller, M. R.; Petersen, X. S.; et al (, Proceedings of the 16th International Conference on Computer-Supported Collaborative Learning)Advances in immersive virtual reality (IVR) are creating more computer-supported collaborative learning environments, but there is little research explicating how collaboration in IVR impacts learning. We ran a quasi-experimental study with 80 participants targeting ocean literacy learning, varying the manner in which participants interacted in IVR to investigate how the design of collaborative IVR experiences influences learning. Results are discussed through the lens of collaborative cognitive learning theory. Participants that collaborated to actively build a new environment in IVR scored higher for learning than participants who only watched an instructional guide’s avatar, or participants who watched the guide’s avatar and subsequently discussed what they learned while in IVR. Moreover, feeling negative emotions, feeling active in the environment, and feeling bonded to the group members negatively correlated with learning. Results shed light on the mechanisms behind how collaborative tasks in IVR can support learning.more » « less
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