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Interaction Design and Divergent Paths in VR Learning: A Structural Modeling Approach

  • Hee Sun Choi
  • , Daniel Shen Jiandong
  • , Kwon Yeonjoo
  • , Paolo Mengoni
  • , Renia Lopez-Ozieblo
  • , Paulina Pui Yun Wong

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

Abstract

Immersive virtual reality (VR) has the potential to transform learning, but its success depends not only on technical design but on how learners experience value, agency, and discomfort. This study models how technical efficacy (TE), technology adoption (TAM), and embodied presence (PRES) interact with dizziness (DIZ) and task design to shape performance in VR. Using structural equation modeling (SEM), generalized additive models (GAM), and multivariate regression, we found that TAM fully mediated the impact of TE on PRES (betabetaβ = 0.542, p betaless than< 0.001), suggesting that technical fluency only enhances immersion when learners perceive the system as meaningful. Presence increased dizziness (betabetaβ = 0.36, p = 0.001), but only TAM—rather than TE—sustained immersion under strain. A nonlinear moderation effect showed that effort (EFFSYS) predicted performance (PERFSYS) more strongly under high DIZ—especially in exploratory designs, where learners retained behavioral flexibility. In contrast, linear paths suppressed this dynamic, flattening performance variance. Despite similar DIZ levels across conditions, only exploratory paths enabled “productive strain,” converting discomfort into engagement. Our findings suggest that immersive learning emerges from the alignment of effort, motivation, and interaction design—not from realism alone. Designing for persistence, not just presence, is critical: discomfort can fuel engagement if learners can act, adapt, and understand why it matters.

Original languageEnglish
Title of host publicationComputer-Human Interaction Research and Applications - 9th International Conference, CHIRA 2025, Proceedings
EditorsJosef F. Krems, Hugo Plácido da Silva, Pietro Cipresso
PublisherSpringer Science and Business Media Deutschland GmbH
Pages11-35
Number of pages25
ISBN (Print)9783032164476
DOIs
Publication statusPublished - May 2026
Event9th International Conference on Computer-Human Interaction Research and Applications, CHIRA 2025 - Marbella, Spain
Duration: 20 Oct 202521 Oct 2025

Publication series

NameCommunications in Computer and Information Science
Volume2834 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference9th International Conference on Computer-Human Interaction Research and Applications, CHIRA 2025
Country/TerritorySpain
CityMarbella
Period20/10/2521/10/25

Keywords

  • Embodied interaction
  • Immersive learning
  • Virtual reality
  • Virtual reality in education

ASJC Scopus subject areas

  • General Computer Science
  • General Mathematics

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