Spatial Orientation Training in Virtual Reality: Designing for Cognitive Load and Spatial Ability
| dc.contributor.author | Hsing, Hsiang-Wen | en |
| dc.contributor.committeechair | Lau, Nathan Ka Ching | en |
| dc.contributor.committeemember | Patrick, Rafael | en |
| dc.contributor.committeemember | Lim, Sol Ie | en |
| dc.contributor.committeemember | Bairaktarova, Diana | en |
| dc.contributor.department | Industrial and Systems Engineering | en |
| dc.date.accessioned | 2025-10-24T08:00:17Z | en |
| dc.date.available | 2025-10-24T08:00:17Z | en |
| dc.date.issued | 2025-10-23 | en |
| dc.description.abstract | This dissertation advanced the understanding of spatial orientation in VR training by applying cognitive load theory in connection to visuospatial working memory across three related studies. Study 1 used eye-tracking during two spatial tasks (object-based rotation via Purdue Spatial Visualization Test: Rotations and perspective-change via Santa Barbara Solids Test) to extend gaze-based measures across transformation types. Gaze metrics (encoding, transformation, confirmation, strategy ratio) revealed a large difference between the two spatial reasoning tasks in gaze behaviors, with encoding fixations emerging as the most sensitive and associated with accuracy. Study 2 is a qualitative investigation of a VR basketball tactic training prototype, revealing user design inputs on the balance between realism and simplicity, and emphasis on role clarity. These insights also informed areas of interest for eye-tracking investigation in subsequent research. Study 3 experimentally manipulated graphical fidelity (low vs. high) and user perspective (egocentric, exocentric defense-up, exocentric courtside) in a recognition task on basketball tactics. Higher graphical fidelity increased subjective cognitive load, while user perspectives in training affected spatial processing (more fixation transitions between areas of interest for training in exocentric views) and recognition time (slower recognition for training in egocentric trials). Spatial ability moderated these effects, particularly when training in egocentric view. Together, the studies showed how graphical fidelity and user perspective differentially influenced cognitive load, gaze behavior, and performance, and how spatial ability conditioned these relationships. The dissertation concluded with actionable guidelines: personalize graphical fidelity, teach encoding explicitly, and tailor designs to learners' spatial abilities. | en |
| dc.description.abstractgeneral | Recognizing basketball plays like the pick-and-roll in real time is difficult because players must understand where everyone is and quickly switch from a coach's diagram (an overhead view) to what is seen on the court (a first-person view). This dissertation presents three studies to clarify how VR training can make that switch easier. The first study investigated gaze behaviors that reveal how people take in visual information and mentally transform objects in their minds during spatial ability tests. The second study included interviews and usability testing to reveal what trainees need from a VR training prototype for basketball tactic recognition. Specifically, training seems best to start with a simple, overhead view to grasp the big picture, followed by practice in first-person to match real-world game play. The balance between realistic and simplistic graphics is essential. The third study was an experiment involving a VR training prototype comparing training under different user perspectives and the amount of visual details. More realistic graphics raised mental effort. Individuals with stronger spatial skills appeared hindered by extra details in first-person view, likely due to subconscious awareness of distance discrepancies across VR environments. The practical takeaway for coaches and designers is relying on simple visuals and adding details only when necessary, allowing for on-demand perspective switching, and adapting the experience of the individuals to their spatial abilities for better transfers to on-court plays. | en |
| dc.description.degree | Doctor of Philosophy | en |
| dc.format.medium | ETD | en |
| dc.identifier.other | vt_gsexam:44777 | en |
| dc.identifier.uri | https://hdl.handle.net/10919/138652 | en |
| dc.language.iso | en | en |
| dc.publisher | Virginia Tech | en |
| dc.rights | In Copyright | en |
| dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
| dc.subject | VR Training | en |
| dc.subject | Cognitive Load Theory | en |
| dc.subject | Spatial Ability | en |
| dc.subject | Graphical Fidelity | en |
| dc.subject | User Perspective | en |
| dc.title | Spatial Orientation Training in Virtual Reality: Designing for Cognitive Load and Spatial Ability | en |
| dc.type | Dissertation | en |
| thesis.degree.discipline | Industrial and Systems Engineering | en |
| thesis.degree.grantor | Virginia Polytechnic Institute and State University | en |
| thesis.degree.level | doctoral | en |
| thesis.degree.name | Doctor of Philosophy | en |
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