Reduction of Forgetting by Contextual Variation During Encoding Using 360-Degree Video-Based Immersive Virtual Environments
Takato Mizuho, Takuji Narumi, Hideaki Kuzuoka
TL;DR
Context-dependent forgetting poses challenges for education. This study tests reinstatement and decontextualization using 360-degree video–based IVEs to improve realism and accessibility in VR. Results show no robust reinstatement effect but a significant decontextualization effect, where learning across varied IVEs reduces forgetting relative to constant contexts. The findings support using VR context variation to bolster memory and highlight future work on presence and social-context manipulation to optimize VR-based learning.
Abstract
Recall impairment in a different environmental context from learning is called context-dependent forgetting. Two learning methods have been proposed to prevent context-dependent forgetting: reinstatement and decontextualization. Reinstatement matches the environmental context between learning and retrieval, whereas decontextualization involves repeated learning in various environmental contexts and eliminates the context dependency of memory. Conventionally, these methods have been validated by switching between physical rooms. However, in this study, we use immersive virtual environments (IVEs) as the environmental context assisted by virtual reality (VR), which is known for its low cost and high reproducibility compared to traditional manipulation. Whereas most existing studies using VR have failed to reveal the reinstatement effect, we test its occurrence using a 360-degree video-based IVE with improved familiarity and realism instead of a computer graphics-based IVE. Furthermore, we are the first to address decontextualization using VR. Our experiment showed that repeated learning in the same constant IVE as retrieval did not significantly reduce forgetting compared to repeated learning in different constant IVEs. Conversely, repeated learning in various IVEs significantly reduced forgetting than repeated learning in constant IVEs. These findings contribute to the design of IVEs for VR-based applications, particularly in educational settings.
