Situated Where?: Exploring Dimensions of Presence for Learning in Extended Reality

Extended Reality (XR) offers many learning affordances. Yet the specific XR modality—whether Augmented (AR), Mixed (MR), or Virtual Reality (VR)—alters how these affordances are realized. Through the lens of 4E cognition–embodied, embedded, enacted, and extended cognition–we disaggregate the affordance of presence across each of the XR modalities, synthesizing interdisciplinary findings on XR interaction and design to develop a deeper understanding of how these technologies shape and enrich learner experiences. Specifically, we focused on how presence may be affected by immersion, multimodality, interactivity, attention, and instructional design across VR, MR, and AR contexts. Through this synthesis, we formulate practical implications for optimizing XR-based education and training experiences, grounded in 4E principles and concepts.

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Publication Details

Journal
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Published
2025-09-01
DOI
https://doi.org/10.1177/10711813251366290
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

Situated Where?: Exploring Dimensions of Presence for Learning in Extended Reality

Stephen M. Fiore, Nathan A. Sonnenfeld, Gregory McGowin
Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Virtual Reality Applications and Impacts
article

Situated Where?: Exploring Dimensions of Presence for Learning in Extended Reality

Stephen M. Fiore, Nathan A. Sonnenfeld, Gregory McGowin
article en

Abstract

Extended Reality (XR) offers many learning affordances. Yet the specific XR modality—whether Augmented (AR), Mixed (MR), or Virtual Reality (VR)—alters how these affordances are realized. Through the lens of 4E cognition–embodied, embedded, enacted, and extended cognition–we disaggregate the affordance of presence across each of the XR modalities, synthesizing interdisciplinary findings on XR interaction and design to develop a deeper understanding of how these technologies shape and enrich learner experiences. Specifically, we focused on how presence may be affected by immersion, multimodality, interactivity, attention, and instructional design across VR, MR, and AR contexts. Through this synthesis, we formulate practical implications for optimizing XR-based education and training experiences, grounded in 4E principles and concepts.

Proceedings of the Human Factors and Ergonomics Society Annual MeetingVol. 69(1)
University of Central Florida (US)
Openalex Percentile: Top 77%
Virtual Reality Applications and Impacts
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Situated Where?: Exploring Dimensions of Presence for Learning in Extended Reality — Stephen M. Fiore, Nathan A. Sonnenfeld, et al. · Proceedings of the Human Factors and Ergonomics Society Annual Meeting (2025) | TGRS Research Map | TGRS