![]() ![]() They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. While our results did not find significant differences in time performance for people who experienced the physical and those who trained in VR, other behavioural factors were different. In this paper, we aim to investigate how people trained in a VR maze compare against those trained in a physical maze in terms of recall of the position of items inside the environment. However, VR HMDs have evolved drastically in the last decade, and little is known about how spatial training skills in a simulated environment using up-to-date VR HMDs compares to training in the real world. Prior research on how well knowledge acquired in virtual worlds translates to real, physical one has had mixed results, with some suggesting spatial learning in VR is akin to using a regular 2D display. For example, knowing well by heart escape routes can be an important factor for firefighters and soldiers. One special kind that is the basis for many real-world applications is spatial knowledge acquisition and navigation. Virtual Reality (VR) head-mounted displays (HMDs) have been studied widely as tools for the most diverse kinds of training activities. ![]()
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