ArticleVirtual reality2023
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment.
Article in Virtual reality, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 38 papers, 4 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
38 citing papers in PubMed, 4 syntheses or guidelines pooled it, 128 citations in OpenAlex.
- Virtual Reality Sensing Technologies in Student Soccer Training: A Systematic Review of Tracking Systems and Perceptual-Cognitive, Physical, Tactical, and Educational Outcomes.Sensors (Basel, Switzerland) · 2026Pooled it
- Cognitive Load Measurement Methods for Usability Testing: A Critical Analysis and Framework for Interface Evaluation.Human factors · 2026Pooled it
- Cognitive load, extended reality, and visuospatial abilities in physical science education: a systematic review.Frontiers in psychology · 2026Pooled it
- The effect of non-immersive virtual reality on upper limb motor function and activities of daily living in stroke patients: a systematic review and meta-analysis.Frontiers in neurologyPooled it
- Enhancing Therapist Training in the Delivery of Exposure Therapy for Individuals with Anxiety Disorders Using Virtual Reality Simulation: Randomized Feasibility Trial.JMIR medical education · 2026Trial
- Effects of Augmented Reality Motor Training on Gait and Balance in Children with Cerebral Palsy: Randomized Controlled Trial.Children (Basel, Switzerland) · 2026Article
- Teaching through technology: comparing student experiences of VR and computer simulations in orthoptics education.Bioelectronic medicine · 2026Article
- Willingness, Challenges, and Perceptions of Patients' Family Members and Health Care Providers Regarding Virtual Reality-Based Preoperative Intensive Care Unit Visits for Elective Surgery: Qualitative Study.Journal of medical Internet research · 2026Article
- Evaluating knowledge acquisition, confidence, and cognitive workload in immersive virtual reality anatomy education: a prospective study of medical students.Surgical and radiologic anatomy : SRA · 2026Article
- Comparing Real and Virtual Nature Exposure on Cognition, Well-Being, and Brain Activity in Adults With and Without Attention-Deficit/Hyperactivity Disorder: Protocol for a Randomized Experimental Study.JMIR research protocols · 2026Article
- Application and optimization of adaptive genetic algorithm in fencing training load prediction: a data visualization-based analytical approach.Scientific reports · 2026Article
- Toward Smart VR Education in Media Production: Integrating AI into Human-Centered and Interactive Learning Systems.Biomimetics (Basel, Switzerland) · 2026Review
- Critical factors influencing the adoption of virtual reality technology for improving mental health among university students: an extended technology acceptance model.Frontiers in psychology · 2026Article
- Elucidating cognitive processes in cardiac arrest team leaders: a virtual reality-based cued-recall study of experts and novices.Annals of medicine · 2025Article
- Article
- Treating Lower Phantom Limb Pain in the Postoperative Acute Care Setting Using Virtual Reality: Protocol for a 4-Phase Development and Feasibility Trial.JMIR research protocols · 2025Article
- Virtual reality-enhanced rehabilitation for improving musculoskeletal function and recovery after trauma.Journal of orthopaedic surgery and research · 2025Review
- Immersive virtual reality in the rehabilitation of athlete nerve entrapments.International orthopaedics · 2025Review
- Virtual, Augmented, and Mixed Reality for Motor Neurorehabilitation: Scoping Review Focused on the Role of Body Representation.JMIR XR and spatial computing · 2025Review
- Audiovisual angle and voice incongruence do not affect audiovisual verbal short-term memory in virtual reality.PloS one · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 1 institution in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users' motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users' cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.
Indexed as
Identifiers
What OpenQuestion holds
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.