Évaluation de la charge cognitive et de la performance dans la réalité virtuelle immersive et non immersive : Une étude croisée dans le domaine de l'éducation à la santé

Author:

LONJOU Léa1,AUGRAS Anaïs C.1,GROSBOILLOT Nathan2,PERROCHON Anaïck3

Affiliation:

1. ILFOMER, Institut Limousin de Formation aux Métiers de la Réadaptation, Limoges, France

2. HAVAE UR 20217, Limoges University, 123 Avenue Albert Thomas, Limoges, France

3. ILFOMER, Institut Limousin de Formation aux Métiers de la Réadaptation, Limoges, France, HAVAE UR 20217, Limoges University, 123 Avenue Albert Thomas, Limoges, France

Abstract

Background: Virtual Reality (VR) is utilized in health simulations as a method for presenting clinical cases. VR experiences offer numerous advantages such as interactivity and a high level of immersion, which enhance performance compared to conventional teaching methods. The extent of immersive VR's impact on cognitive load remains insufficiently investigated. This experimental cross-over study aimed (a) to assess students' cognitive load, (b) to evaluate the usability, intrinsic motivation, and cybersickness of the system, and (c) to compare students' performance in resolving two clinical cases between immersive VR and non-immersive conditions.Method: Twenty students were included in this study. We developed two physiotherapy clinical cases (musculoskeletal and respiratory) as 360° videos. The clinical cases were randomized between exposure conditions: immersive VR using a head-mounted display (HMD) and non-immersive VR using a laptop. Performance was evaluated through multiple-choice questions, cognitive load was measured using functional near-infrared spectroscopy, and usability, intrinsic motivation, and cybersickness were assessed using the System Usability Scale, Intrinsic Motivation Inventory, and Simulator Sickness Questionnaire, respectively.Results: There was no significant difference between the scores obtained with the HMD and the laptop (p = 0.245). Results indicated a higher activation of the prefrontal cortex with the laptop condition (p = 0.007). Usability was significantly better (p = 0.005), and the number of reported side effects was lower for the computerized condition, whereas intrinsic motivation was similar.Conclusion: Immersive VR led to a lower cognitive load compared to non-immersive VR. Despite similar performance between the two exposure conditions, usability was superior, and side effects were fewer for the computerized condition.

Publisher

Universite de Limoges

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