Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education
Abstract
:1. Introduction
- Is perceived immersion a reliable criterion for segmenting maritime engineering students in the context of HMD-VR engine room simulator education and training?
- How significantly does perceived immersion differentiate maritime engineering students regarding their attitudes toward learning benefits, future usage intentions and overall satisfaction with the HMD-VR engine room simulator?
2. Literature Review and Theoretical Framework
2.1. Perceived Immersion
2.2. HMD-VR Simulators in Maritime Engineering Training and Education
2.3. Market Segmentation in Education
3. Materials and Methods
3.1. Hardware and Software
3.2. Sample
3.3. Data Collection and Procedure
3.4. Instrument Design
3.5. Data Analysis
4. Results
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
VR | virtual reality |
PIMM | perceived immersion |
PLB | perceived learning benefit |
FBI | future behavioural intention |
SAT | satisfaction |
HMD | Head-Mounted Display |
HMD-VR | Head-Mounted Display Virtual Reality |
MET | maritime education and training |
EVE | Educational Virtual Environment |
MERS | Maritime Engine Room Simulator |
STCW | Standards of Training, Certification and Watchkeeping for Seafarers |
PEU | perceived ease of use |
PC | Personal Computer |
GB | Gigabyte |
MHz | Megahertz |
GHz | Gigahertz |
DDR | Double Data Rate |
RAM | Random Access Memory |
CPU | Central Processing Unit |
GPU | Graphics Processing Unit |
VRAM | Video Memory |
RO-RO | Roll-on Roll-off |
WCSS | Within-Cluster Sum of Squares |
Mdn | Median |
M | Mean |
SD | Standard Deviation |
df | Degrees of Freedom |
t | T-score |
η2 | Effect Size |
p | p-value |
SPSS | Statistical Package for the Social Sciences |
SEM | Structural Equation Modelling |
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CPU | RAM | GPU | ||||||
---|---|---|---|---|---|---|---|---|
PC | Gen. | Model | Frequency | Capacity | Type | Speed | Model | VRAM |
1 | 13th | Core i7-13700F | 2.10 GHz | 32 GB | DDR5-4800 | 2400 MHz | GeForce RTX 4070 Ti | 12 GB |
2 | 13th | Core i7-13700F | 2.10 GHz | 32 GB | DDR5-4800 | 2400 MHz | GeForce RTX 4070 Ti | 12 GB |
3 | 13th | Core i7-13700F | 2.10 GHz | 32 GB | DDR5-4800 | 2400 MHz | GeForce RTX 3080 | 10 GB |
4 | 12th | Core i7-12700F | 2.10 GHz | 8 GB | DDR4-2400 | 1200 MHz | GeForce RTX 4070 Ti | 12 GB |
Segments | ||||||||
---|---|---|---|---|---|---|---|---|
Conformists | Immersionists | df | t | η2 | p-Value | |||
M | SD | M | SD | |||||
Interaction naturalness with the virtual environment | 3.00 | 0.47 | 3.94 | 0.43 | 82 | 8.21 | 0.45 | <0.001 |
Real-world experience consistency | 2.95 | 0.23 | 3.97 | 0.53 | 82 | 8.16 | 0.44 | <0.001 |
Degree of virtual experience involvement | 3.58 | 0.69 | 4.17 | 0.55 | 82 | 3.89 | 0.16 | <0.001 |
Segments | ||||||||
---|---|---|---|---|---|---|---|---|
Conformists | Immersionists | df | t | η2 | p-Value | |||
M | SD | M | SD | |||||
Perceived Learning Benefits (PLB) | ||||||||
Comprehension of the previously acquired knowledge | 3.63 | 0.60 | 4.23 | 0.52 | 82 | 4.25 | 0.18 | <0.001 |
Stimulation of responsiveness and active learning | 3.74 | 0.65 | 4.14 | 0.58 | 82 | 2.58 | 0.07 | 0.012 |
Control over the learning process | 3.53 | 0.70 | 3.94 | 0.73 | 82 | 2.20 | 0.06 | 0.031 |
Improving effectiveness in learning | 3.63 | 0.76 | 4.03 | 0.68 | 82 | 2.19 | 0.06 | 0.032 |
Future Behavioural Intention (FBI) | ||||||||
Willingness for future use | 3.47 | 0.70 | 4.17 | 0.98 | 82 | 3.83 | 0.15 | <0.001 |
Willingness to use VR in studying | 3.58 | 0.96 | 4.00 | 0.75 | 82 | 2.02 | 0.05 | 0.047 |
Willingness to recommend VR as a learning tool | 4.00 | 0.88 | 4.43 | 0.61 | 82 | 2.43 | 0.07 | 0.017 |
Satisfaction (SAT) | ||||||||
Satisfaction | 4.26 | 0.56 | 4.68 | 0.47 | 82 | 3.22 | 0.11 | 0.002 |
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Liker, L.; Barić, D.; Perić Hadžić, A.; Bačnar, D. Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education. Appl. Sci. 2025, 15, 3786. https://doi.org/10.3390/app15073786
Liker L, Barić D, Perić Hadžić A, Bačnar D. Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education. Applied Sciences. 2025; 15(7):3786. https://doi.org/10.3390/app15073786
Chicago/Turabian StyleLiker, Luka, Demir Barić, Ana Perić Hadžić, and David Bačnar. 2025. "Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education" Applied Sciences 15, no. 7: 3786. https://doi.org/10.3390/app15073786
APA StyleLiker, L., Barić, D., Perić Hadžić, A., & Bačnar, D. (2025). Profiling Students by Perceived Immersion: Insights from VR Engine Room Simulator Trials in Maritime Higher Education. Applied Sciences, 15(7), 3786. https://doi.org/10.3390/app15073786