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. 2025 Aug 11;15(8):852.
doi: 10.3390/brainsci15080852.

Comparing Immersive and Non-Immersive VR: Effects on Spatial Learning and Aesthetic Experience in Museum Settings

Affiliations

Comparing Immersive and Non-Immersive VR: Effects on Spatial Learning and Aesthetic Experience in Museum Settings

Laura Piccardi et al. Brain Sci. .

Abstract

Background/objectives: The use of virtual reality (VR) solutions in design has rapidly increased globally. However, it remains unclear to what extent these technologies enhance people's cognitive abilities. Understanding the impact of such technologies is essential for assessing their validity and effectiveness. In this controlled study, we investigated how HMD and non-immersive VR museum environments affect the ability to learn about the environment and the perception of the experience.

Methods: A total of 87 college students (46 females) were randomly assigned to either HMD or non-immersive VR museum environments. Subsequently, they had to answer questions related to the sense of immersion and pleasantness of the museum experience, as well as their willingness to repeat similar museum experiences.

Results: The results indicated that the HMD setting was preferred for its greater sense of immersion, pleasantness, and intention to repeat a similar experience.

Conclusions: The data are discussed in the context of fostering appreciation and promoting the preservation of cultural heritage.

Keywords: aesthetic appreciation; computer-based environment; sense of immersion; sociodemographic differences; spatial learning; virtual exploration.

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Conflict of interest statement

The authors declare no conflicts of interest.

Figures

Figure 1
Figure 1
The two rooms are shown in map view and first-person perspectives. (A). The first room; (B). the second room.
Figure 2
Figure 2
Object distribution in the museum rooms. (A). Room 1; (B). Room 2.
Figure 3
Figure 3
A book with a digital sunflower displayed at the Ulisse Aldrovandi exhibition that participants were asked to recognize and locate within the digital twin exhibition.
Figure 4
Figure 4
Dot and whisker plots for both regression models (Model 1 and Model 2).
Figure 5
Figure 5
Violin plots displaying the distribution of pleasantness, immersion, and intention to repeat similar experiences across the VR conditions.

References

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