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Motor and delay-based information access costs and their impact on behaviour and learning outcomes in a VR-based category learning experiment

Resource type
Thesis type
(Thesis) M.A.
Date created
2024-04-22
Authors/Contributors
Abstract
Immersive virtual reality offers category learning researchers the ability to present a wider variety of interactable and maneuverable 3D stimuli which more closely resemble scenarios encountered in the real world. In this study, information access costs, either requiring increased motor movement or time-based delays, are implemented into a VR-based category learning experiment to see whether the predicted impacts of information access costs on learning and attention-related behaviour are contingent on the type and intensity of the cost. Possible predictors at the individual level that might explain differences in learning outcomes between participants are also investigated. Delay costs impacted attention-related behaviours more than motor costs, causing participants to be more economical in their use of attentional resources. Frequency of video game play had a small impact on learning outcomes. This work concludes with a discussion of the limitations, future directions, and possible applications of the results.
Document
Extent
62 pages.
Identifier
etd23060
Copyright statement
Copyright is held by the author(s).
Permissions
This thesis may be printed or downloaded for non-commercial research and scholarly purposes.
Supervisor or Senior Supervisor
Thesis advisor: Blair, Mark
Language
English
Member of collection
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etd23060.pdf 1.45 MB

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