<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-21T19:44:12Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/7324" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/7324</identifier><datestamp>2023-03-20T14:12:54Z</datestamp><setSpec>com_10259_4219</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>col_10259_4220</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<subfield code="a">dc</subfield>
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<subfield code="a">Miguel Alonso, Inés</subfield>
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<subfield code="a">Rodríguez García, Bruno</subfield>
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<subfield code="a">Checa Cruz, David</subfield>
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<datafield tag="720" ind1=" " ind2=" ">
<subfield code="a">Bustillo Iglesias, Andrés</subfield>
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<subfield code="c">2023-01</subfield>
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<subfield code="a">Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce&#xd;
the enjoyment of iVR experiences and, especially, learning achievements when presented in the&#xd;
classroom; an effect that the interactive tutorial proposed in this research can help overcome. Its&#xd;
increasingly complex levels are designed on the basis of Mayer’s Cognitive Theory of Multimedia&#xd;
Learning, so that users can quickly gain familiarity with the iVR environment. The tutorial was&#xd;
included in an iVR learning experience for its validation with 65 users. It was a success, according to&#xd;
the user satisfaction and tutorial usability survey. First, it gained very high ratings for satisfaction,&#xd;
engagement, and immersion. Second, high skill rates suggested that it helped users to gain familiarity&#xd;
with controllers. Finally, a medium-high value for flow pointed to major concerns related to skill&#xd;
and challenges with this sort of iVR experience. A few cases of cybersickness also arose. The survey&#xd;
showed that only intense cybersickness levels significantly limited performance and enjoyment; low&#xd;
levels had no influence on flow and immersion and little influence on skill, presence, and engagement,&#xd;
greatly reducing the benefits of the tutorial, despite which it remained useful.</subfield>
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<subfield code="a">http://hdl.handle.net/10259/7324</subfield>
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<datafield tag="024" ind2=" " ind1="8">
<subfield code="a">10.3390/app13010593</subfield>
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<datafield tag="024" ind2=" " ind1="8">
<subfield code="a">2076-3417</subfield>
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<subfield code="a">Cybersickness</subfield>
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<subfield code="a">Education</subfield>
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<subfield code="a">Tutorial</subfield>
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<subfield code="a">Novelty effect</subfield>
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<subfield code="a">Virtual reality</subfield>
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<subfield code="a">Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments</subfield>
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