Immersive media environments enable higher visual and behavioral realism of pedagogical agents than non-immersive formats¶
Claim · All claims
Evidence · 1 study · theoreticalr3·q1
Currency · newest study 2026 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q1 i? Immersive media environments enable a higher degree of both visual and behavioral agent realism compared to non-immersive formats, due to high-quality stereoscopic presentation and multimodality. → Ross 2026
Evidence¶
Ross 2026¶
Ross, M., & Kaspar, K. (2026). Learning with pedagogical agents in extended reality: A conceptual research-based framework of agent-centered learning in immersive media environments (ACLIME). https://orcid.org/0000-0002-5092-6798 doi:10.31234/osf.io/e6smh_v1
q1 · i? · theoretical · r3
Conceptual synthesis in the technical foundation section of the review, arguing from the stereoscopic presentation and multimodal capabilities of XR that agent realism is higher than in non-immersive media; the review offers no new empirical test of this assertion.
"In summary, immersive media environments enable a higher degree of both visual and behavioral agent realism compared to non-immersive formats (cf. Petersen et al., 2021)."
Discussion¶
Related Claims¶
- Agent realism, particularly behavioral realism, should be a crucial predictor of social presence in immersive agent-centered learning environments — related
- Learners in immersive media environments tend to treat pedagogical agents as real people, relying primarily on biologically primary communication patterns — related
- Conventional training received significantly higher ratings for perceived realism and immersion than VR-based training (r=0.774) — reports the opposite
- Increased perceptual fidelity fails to reliably improve serious game learning outcomes (the fidelity fallacy) — related
- Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism — related
- Students reported challenges with generated-model scale fidelity, shared attention in multi-user XR, motion comfort, and control over generation — related
- Immersion has a medium-sized effect on physical presence, with user tracking, stereoscopic visuals, and wider fields of view the most important features — related
- Stereoscopic display of realistic visualizations may support spatial perception and transfer-oriented learning — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
xr-higher-agent-realism-than-non-immersive |
title |
Immersive media environments enable higher visual and behavioral realism of pedagogical agents than non-immersive formats |
description |
Immersive media environments enable higher visual and behavioral realism of pedagogical agents than non-immersive formats |
status |
review |
evidence_strength |
weak |
newest_evidence |
2026 |
source_checked |
2026-10-20 |
generated |
by process:wiki-ingest on 2026-10-12 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — ross-2026 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.