ABSTRACT VIEW
Abstract NUM 381

EVALUATING IMMERSIVE LEARNING IN BUSINESS COMMUNICATION TRAINING VIA VIRTUAL REALITY: A QUALITY OF EXPERIENCE STUDY
N.I. Arshad1, N.L. Muhammad Yusof2, M.A. Mohamed1, N.F.S. Mohd Shamim1, N.I. Mokhtar1, N.I.N. Mohd Dzahir1
1 Universiti Teknologi PETRONAS (MALAYSIA)
2 Petroliam Nasional Berhad (PETRONAS) (MALAYSIA)
This article discusses the outcomes and insights gathered from eight managers on perceptions and experiences related to a User Experience (UX) test of a Virtual Reality (VR) application. The test served as a Proof-of-Concept (POC) for a Business Communication training program conducted on 16th November 2022 by a corporate training provider for an oil and gas company.

The purpose of the User Experience (UX) Test is to assess the level of immersivity offered by a VR application designed for communication and business networking practice. A key factor in achieving effective immersion is the user's Quality of Experience (QoE). QoE is a user-focused metric that evaluates how individuals perceive a service, particularly in the context of telecommunications. Unlike Quality of Service (QoS), which measures technical performance, QoE encompasses subjective user feedback and the extent to which a service meets user expectations, making it the central focus of this study.

This study incorporates both objective and subjective metrics. Objective metrics are assessed through user experience data, specifically by monitoring participants' excitement levels via heart rate measurements. Participants wore a heart rate monitor (HRM) armband, which recorded their beats per minute (BPM) at five-minute intervals throughout the UX test. On the other hand, subjective metrics evaluate the perceived quality of experience based on self-reported feedback collected through post-experience questionnaires.

An online survey was administered to participants, featuring four subscales:
(1) VR Environment,
(2) VR Devices,
(3) Experience, and
(4) Effects—along with 10 demographic questions and 3 open-ended items.

This approach aims to explore the benefits, challenges, and implications of using Virtual Reality (VR) platforms for Business Communication training.

The findings highlight the potential of VR in cultivating communication competencies and leadership presence through immersive simulation, while suggesting improvements in interface design and onboarding for broader adoption. Moreover, the results support the notion that organizations should consider adopting virtual training methods and integrating them into regular practice. Some concerns were raised regarding issues such as fatigue, headaches, and nausea, which should be addressed in future improvements of VR applications and training programs.

Based on the analysis of the results, the VR application tested received some negative feedbacks gathered from the participants. Although the virtual environment appeared natural and despite the overall engagement with virtual tasks, several users experienced challenges with the VR interface, including navigation difficulties, usability issues and side effects which may be due to age factor as the participants aged within the range of 40 to 50 years old. Some participants reported discomfort during the session, citing issues such as motion sickness which includes nausea, headache, sweating, dizziness and visual fatigue. Nonetheless, these effects are widely recognized and frequently linked as common side effects of using VR devices and software. From the findings analysed, it concludes that VR for this group of users may not be effective for the subject of communication and business networking.

Keywords: Virtual Reality, immersive, corporate, communication training, business networking practice.

Event: ICERI2025
Session: Emerging Technologies in Education
Session time: Monday, 10th of November from 11:00 to 13:45
Session type: POSTER