Submitted:
03 August 2025
Posted:
04 August 2025
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Abstract
Keywords:
1. Introduction
1.1. Immersive Realities for Engaging Learning Environments and the Guidance of Design in VR Education
1.2. Immersive Realities for Engaging Learning Environments and the Guidance of Design in VR Education
1.3. The Value of Integrating Subjective and Objective Assessment Techniques in Evaluating Functional Impact
2. Materials and Methods
2.1. The EMOTIONAL Case Study Project
2.2. Identification of Analytical Elements for Empathic Immersive Storytelling
- Embodied Knowledge: this dimension refers to the participant’s holistic experiential integration of the content, encompassing cognitive understanding, a felt sense of presence, and emotional resonance with the narrative in the learning process. It builds on the concept of the human being as a “biological embodiment” [34], underscoring the importance of lived and sensory engagement.
- Attitudinal Shift: this dimension assesses shifts in participants’ values or viewpoints in relation to the topics addressed in the narrative, especially regarding sustainability, cultural awareness, and ethical sensitivity. Drawing on communication theories [35], the focus is on how immersive storytelling can act as a catalyst for behavioral intention, attitude transformation, or increased relevance attribution.
- Semantic Differential: a semantic differential technique is employed to gather participants’ subjective assessments of key experiential elements, capturing the connotative meanings they associate with specific themes or symbols. This allows for the quantification of nuanced perceptual and emotional responses in a structured and comparative format.
- Technological Usability and Physical Response: this dimension includes measurements of cybersickness symptoms and user acceptance of the immersive medium, considering that interactions with technology can evoke a range of affective responses, both positive and adverse, linked to users’ values, expectations, and comfort levels [36].
- Cognitive and Emotional Engagement: this evaluates the degree of mental focus and affective investment during the experience. Given the increasing challenges of capturing sustained attention in digital environments, this dimension helps determine the narrative’s capacity to maintain user interest and provoke intellectual or emotional activation [37].
2.3. Conscious Responses
2.3.1. Format and Delivery
- Verbally annotated 5-point Likert scales, ranging from 1 (“not at all”) to 5 (“extremely”)
- Visual Self-Assessment Manikin (SAM) scales
- Yes/No multiple choice questions
- Sorting tasks, involving the ordering of nine items from 1 to 8 (with one item pre-labeled)
2.3.2. Embodied Knowledge
- Pre: “How confident do you feel with the manufacture of Made in Italy ceramics?”
- Post: “Now that you have lived this experience, how confident do you feel with the manufacture of Made in Italy ceramics?”
2.3.3. Attitudinal Shift
- “Imagine you received the lamp from the story. How comfortable would you be giving it away as a gift?”
- “Imagine you received the lamp from the story. How comfortable would you be discarding it?”
2.3.4. Semantic Differential
- “With which three keywords would you describe Made in Italy?”
- “With which three keywords would you describe the manufacture of Made in Italy ceramics?”
2.3.5. Cybersickness and Technological Acceptance
2.3.6. Technological Acceptance Was Assessed via a Single Item Derived from Models Such as TAM [47] and UTAUT [48]
- “How pleasant has wearing the headset been?”
2.3.7. Attention and Engagement
- “How captivated have you felt by the experience?”
2.3.8. Data Extraction
2.4. Electrodermal Activity for Unconscious Responses
2.4.1. Equipment and Setup
2.4.2. Signal Processing and Feature Extraction
2.5. Rough Experiment Structure
- Onboarding, in this phase, participants are welcomed. They are informed about the following phases and are asked to provide written consent for photographic documentation and preference about biometric measurement.
- Pre-experience questionnaire subjective discrete annotation, designed to explore participants’ prior knowledge and attitudes toward the content addressed in the immersive narrative, as well as their familiarity with immersive technologies such as HMDs.
- Immersive experience objective continuous annotation, during which no verbal interaction is required, allowing for uninterrupted affective and cognitive engagement with the 360° video.
- Post-experience questionnaire subjective discrete annotation, aimed at capturing changes in perception, emotional resonance, cognitive engagement, and physiological comfort, as well as subjective evaluation of the technology used.
- Offboarding, after the immersive experience and the questionnaires, participants are finally thanked for their involvement and dismissed.
2.6. Sampling Design
2.7. First Internal Validation
2.8. Fine-Tuned Experiment Design
2.8.1. On Boarding
2.8.2. Pre Experience Questionnaire
2.8.3. Immersive Experience
- Preparation of the Environment: The testing area is divided into semi-private stations using the mentioned sliding curtains, ensuring participant focus and minimizing external distractions. Each station is equipped with one head-mounted display (HMD) and either a stationary or swivel chair, depending on whether biometric data collection was planned.
- Application of Electrodes (for EDA group only): For participants who consent to EDA measurement, disposable Ag/AgCl electrodes are applied to the palm surface of both hands following a standard four-electrode configuration.
- Wearing and Adjustment of the HMD: The assigned HMD (Oculus Quest 3 or Pico 4) is placed and adjusted for each participant by the moderator to ensure optimal comfort and visibility.
- Launching of the 360° Video: The moderator initiates video playback using the joystick/controller to avoid potential usability issues for participants unfamiliar with the interface of the device.
- Confirmation of Successful Playback: A short verbal confirmation is given to the participant (e.g., “Can you confirm the video has started and you see the first scene clearly?”)
- Start of EDA Measurement (if applicable): EDA data acquisition begins immediately following the confirmation of successful video launch. Measurement continues throughout the entire duration of the video, with real-time monitoring via SensorPal and RealTerm.
- Participant Notification of Video Completion: Upon conclusion of the video, the participant is instructed to signal the moderator (e.g., by raising a hand), indicating that the experience had ended.
- Termination of EDA Recording: Biometric data acquisition is stopped by the moderator, and the recorded session saved in .csv format for analysis.
- Removal of HMD: The headset is carefully removed and put into charge until the next turn.
- Removal of Electrodes (if applicable): Electrodes are gently detached and properly discarded and the participant is thanked for their cooperation.
2.8.4. Post Experience Questionnaire
2.8.5. Offboarding
2.9. Pilot-Test Sessions
- Undergraduate students enrolled in the Bachelor’s Program in Product Design;
- Graduate students enrolled in the Master’s Program in Product Design;
- Graduate students from the Master’s Program in Interaction Design;
- Entrepreneurs and business leaders from the Made in Italy sector, who were attending the Innovation Forum.
3. Results
4. Discussion
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| HMD | Head Mounted Display |
| SC | Swivel Chair |
| VR | Virtual Reality |
| AR | Augmented Reality |
| XR | Extended Reality |
| 3dOF | 3 degrees of freedom |
| EDA | Electrodermal Activity |
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