This study cooperated with National Palace Museum and the aim is to determinate the difference between various personal characteristics on learning performance in virtual reality (VR), to find out what kind of personality can have a better impact on performance and also want to raise people’s interests in learning by using virtual reality. According to the current application on VR, it has been widely utilized in surgery simulation, aircraft simulation training and as we can see now, VR is getting more and more popular in gaming filed. Also, there already have many studies discussed about the VR, for example, many studies (Witmer & Singer, 1998; Steuer, 1992;  Rafaeli , 1988) discussed the factors which may influence user’s experience in virtual environment and also there already have been lots of literatures ( Heeter, 1992;  Sanchez-Vives & Slater., 2005; Witmer & Singer, 1998) talked over the indicator which can measure user’s experience, the indicator we call it ‘presence’ and will talk about it later. In addition, there has another literatures proposed another indicator to measure user’s experience, it’s called ‘engagement’. In this study we will talk about them and use them to measure how much subjects involve in the virtual environment.
But as we can see now, there are not so much application on educational field in VR. Otherwise, most of the literatures talked about what kind of usage in technology can have better presence to user or what kind of presence user would have when they experienced VR, also as we mentioned above, the application of VR in surgery simulation or aircraft stimulation training etc. With the chance if cooperating with the National Palace Museum, it’s a good opportunity to do a research on it, National Palace Museum provide virtual reality equipment and the educational content to us, we dedicated to find out the different individual’s impact on the usage of VR and also explore what kind of channels can have better presence or engagement to users and find the suitable content usage in different channel. After all, our aim is to let the application of VR can have more possibility in different field such as education and make people have more interests in learning the history of antiquities by using the virtual reality equipment which is supplied by National Palace Museum.
Chang, Hsin-Lu; Shih, YungChi; and Sun, Routing, "Different Individual’s Impact on Learning Performance in Virtual Reality" (2016). ICEB 2016 Proceedings. 74.