Abstract
Despite the broad application of virtual reality (VR) technique on military training, little is known about whether VR-based military training is effective for mental readiness. Thus, the current study aimed to examine whether combat performance self-efficacy (CPSE) improve after VR training, and identify internal (occupational calling) and external (VR presence, cybersickness, and past VR experience) factors that affect CPSE after VR training. The sample consisted of 105 Korean military personnel who participated in VR combat training that simulated engagements with enemy forces. A paired-sample t-test showed that CPSE significantly increased after the VR training. Occupational calling at pre-VR training (T1) significantly predicted CPSE at post-VR training (T2), after controlling CPSE at T1 in a regression analysis. However, the effect of calling became nonsignificant when added the external factors into the regression model, which turned out that VR presence and past VR experience were associated with the elevated CPSE. Additional analyses for interaction effects showed that occupational calling moderated the impact of VR presence on CPSE at T2, after controlling CPSE at T1. These findings provide evidence that VR-based military training can boost CPSE as a mental readiness, and occupational calling and sense of presence can serve as crucial factors for improvement of CPSE.
| Original language | English (US) |
|---|---|
| Pages (from-to) | 1-13 |
| Number of pages | 13 |
| Journal | Presence: Teleoperators and Virtual Environments |
| Volume | 34 |
| DOIs | |
| State | Published - 2025 |
| Externally published | Yes |
ASJC Scopus subject areas
- Software
- Control and Systems Engineering
- Human-Computer Interaction
- Computer Vision and Pattern Recognition