ArticleFrontiers in psychology2021
Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study.
Article in Frontiers in psychology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Effects of cueing interventions on online learning outcomes: a meta-analytic review of 40 studies.Frontiers in psychology · 2026Review
- How children learn complex environmental concepts through digital storytelling: divergent pathways to knowledge and stewardship intention.Frontiers in psychology · 2026Article
- The psychophysics of dynamic gaze-following saccades during search.Journal of vision · 2025Article
- Spatial Guidance Overrides Dynamic Saliency in VR: An Eye-Tracking Study on Gestalt Grouping Mechanisms and Visual Attention Patterns.Journal of eye movement research · 2025Article
- Using infographics to empower nursing students on integrating Ubuntu, HIV/AIDS and TB at a selected University, South Africa.BMC nursing · 2025Article
- A study on the effect of different channel cues on learning in immersive 360° videos.Frontiers in psychology · 2024Article
- The Effects of Visual Cueing on Students with and without Math Learning Difficulties in Online Problem Solving: Evidence from Eye Movement.Behavioral sciences (Basel, Switzerland) · 2023Article
- Virtual reality set-up for studying vestibular function during head impulse test.Frontiers in neurology · 2023Article
- The Value of Immersive Media in Expanding Chinese Public Cultural Participation and Its Realization Path From the Perspective of Cultural Education.Frontiers in psychology · 2022Article
- How does interactive virtual reality enhance learning outcomesFrontiers in psychology · 2022Article
Corrections and comments
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Authors and funding
5 authors.
Funding
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Abstract
Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants (n = 110) were randomly assigned to one of four conditions: (1) no cues, (2) textual cues in the initial field of view (FOV), (3) textual cues outside the initial FOV, and (4) textual cues outside the initial FOV + visual cues. The results showed that the cues (annotations or annotations + arrows) helped learners achieve better learning outcomes and spend more time focusing on the areas with cues. In addition, the study found a serious imbalance in the distribution of learners' attention in each region of the video. The attention directed to textual cues in the initial FOV is much higher than the attention directed to textual cues outside the initial FOV. Adding visual cues can effectively direct attention to textual cues outside the initial FOV and alleviate the imbalance of attention distribution. Consequently, adding cues to immersive 360-degree video can be an appropriate approach to promote learning and guide attention in immersive 360-degree video learning environments. This study provided new insights into the design and development of immersive 360-degree video instructional resources.
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