Usability and the dimension referring to realism
in the sense of presence were positively correlated,
indicating that improvements in usability can reflect
on the believability of the VE. Alternatively, it means
that a better usability of the system can collaborate to
higher sense of presence and its associated benefits.
To answer the last research question, it was
identified that the VR experts did lose the tracking of
time while performing the activity. That is, it retained
their attention to a point in which they did not see time
passing by. This result demonstrates that even not so
realistic semi-immersive desktop-based VR
platforms have the potential to promote the
concentration of users and retain their attention,
which are useful aspects for education. Also, it shows
indications of presence through dissociation of time.
Besides the drawbacks inherent of a case study,
with the use of a small convenience sample, the
divergent level of participants’ interest on the subject
addressed in the virtual world is a limitation of the
study, which might have contributed to the
impossibility of correlating all dimensions of
presence to usability, or the dissociation of time to the
ratings of presence. Further research should focus on
investigating a larger sample, allowing to compare
the outcomes with different groups of interest on the
subject. In addition, it would be useful to compare the
results with a sample of non-VR experts, and with the
same virtual world in a full immersive setting.
ACKNOWLEDGEMENTS
This work is financed by National Funds through the
Portuguese funding agency, FCT - Fundação para a
Ciência e a Tecnologia within project UIDB/50014/
2020.
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