1 Introduction
Immersive technologies are currently trending worldwide, with numerous efforts underway to promote their adoption in daily life. Advanced head-mounted displays (HMDs) and similar products are available in the market, diminishing concerns regarding their feasibility. Consequently, the rising demand for mixed, virtual, and augmented reality applications for entertainment, training, and learning drives the development of more engaging applications and experiences [37], [73]. In virtual reality (VR) application design, selecting the interaction paradigm can influence the degree of immersion in the environment [26]. Johnson-Glenberg [33] has defined different principles and has suggested practical approaches for designing immersive virtual environments, aligning with exploiting users’ agency to interact with the virtual environment, thus empowering them to orchestrate their actions and outcomes. However, not all principles are suitable for all solutions. In education, immersive VR can increase processing demands on working memory and decrease knowledge acquisition, compared to conventional media [47]. Users can feel VR cumbersome in entertainment due to the possible cybersickness [61]. In training, the fidelity of the replication in some conditions could affect users’ presence and hinder their performance for real-world simulated tasks [49]. Therefore, when designing VR interfaces, the included features and the chosen immersive level are crucial factors to consider depending on the expected outcome, where not all features are needed depending on the purpose of the experience.
We developed an interactive VR simulation of charged particles where participants can manipulate the particle position and explore the corresponding fields.