Extended Reality in the World Wide Web: Investigating and Testing the Use Cases of WebVR Manuals

dc.contributor.authorSeiler, Roger
dc.contributor.authorWidmer, Daniel
dc.date.accessioned2021-12-24T18:07:29Z
dc.date.available2021-12-24T18:07:29Z
dc.date.issued2022-01-04
dc.description.abstractWeb Virtual Reality (WebVR) extends the World Wide Web (WWW) in its possibilities by enabling it to present 3D objects. Past research suggests that this could enhance accessibility and calls for further research on user acceptance of this technology. This study conducts an online experiment with a manual for folding an origami figure and compares data from a classic approach versus one where a WebVR manual is presented. Time, quality, knowledge transfer, and motivation are measured, and mediation is tested for usability, cognition, imagination, and comprehensibility. Participants show higher levels of motivation, mediated by comprehensibility and less cognitive effort. The reduced cognitive strain enhances knowledge transfer. Furthermore, the time used is lower in the WebVR setting than in the traditional one. This effect is moderated by usability. Regarding quality, no significant effects are reported.
dc.format.extent9 pages
dc.identifier.doihttps://doi.org/10.24251/HICSS.2022.641
dc.identifier.isbn978-0-9981331-5-7
dc.identifier.urihttp://hdl.handle.net/10125/79979
dc.language.isoeng
dc.relation.ispartofProceedings of the 55th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectEdTech and Emerging Technologies
dc.subjectlearning
dc.subjectmanual
dc.subjectwebvr
dc.titleExtended Reality in the World Wide Web: Investigating and Testing the Use Cases of WebVR Manuals
dc.type.dcmitext

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