ArticlePloS one2022
Comparing virtual reality, desktop-based 3D, and 2D versions of a category learning experiment.
Article in PloS one, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
7 citing papers in PubMed.
- Virtual Reality Gamification of Visual Search, Response Inhibition, and Visual Short-Term Memory Tasks for Cognitive Assessment: Experimental Study.JMIR formative research · 2025Trial
- Development and user experience of a three-dimensional object-based virtual reality-simulation tool for dental radiography training: a randomized controlled trial.BMC medical education · 2025Trial
- Eye-Tracking-Based Evaluation of Visual Search Efficiency in Simulated VR Menu Interfaces: Effects of Card Layout Structure and Target Spatial Quadrant.Sensors (Basel, Switzerland) · 2026Article
- Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non-immersive assessments.Journal of neuropsychology · 2026Article
- Measuring neurodevelopment of inhibitory control in children using naturalistic virtual reality.Scientific reports · 2025Article
- A Multi-task Platform for Profiling Cognitive and Motivational Constructs in Humans and Nonhuman Primates.bioRxiv : the preprint server for biology · 2023Article
- Exploring the effects of 3D-360°VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task.Frontiers in psychology · 2023Article
Corrections and comments
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Authors and funding
11 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Virtual reality (VR) has seen increasing application in cognitive psychology in recent years. There is some debate about the impact of VR on both learning outcomes and on patterns of information access behaviors. In this study we compare performance on a category learning task between three groups: one presented with three-dimensional (3D) stimuli while immersed in the HTC Vive VR system (n = 26), another presented with the same 3D stimuli while using a flat-screen desktop computer (n = 26), and a third presented with a two-dimensional projection of the stimuli on a desktop computer while their eye movements were tracked (n = 8). In the VR and 3D conditions, features of the object to be categorized had to be revealed by rotating the object. In the eye tracking control condition (2D), all object features were visible, and participants' gaze was tracked as they examined each feature. Over 240 trials we measured accuracy, reaction times, attentional optimization, time spent on feedback, fixation durations, and fixation counts for each participant as they learned to correctly categorize the stimuli. In the VR condition, participants had increased fixation counts compared to the 3D and 2D conditions. Reaction times for the 2D condition were significantly faster and fixation durations were lower compared to the VR and 3D conditions. We found no significant differences in learning accuracy between the VR, 3D, and 2D conditions. We discuss implications for both researchers interested in using VR to study cognition, and VR developers hoping to use non-VR research to guide their designs and applications.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.