Effects of Social Contextual Variation Using Partner Avatars on Memory Acquisition and Retention
Takato Mizuho, Takuji Narumi, Hideaki Kuzuoka
TL;DR
The paper investigates how partner avatar design in an immersive VR lecturer modulates memory through environmental context dependency, testing reinstatement and multiple-context effects using a Tagalog–Japanese word-pair task. Using a between-subjects design, participants learned with either a constant or varied set of partner avatars across six VR trials (IS and RP1–RP5) and then completed a real-world retention test a week later (FT). Results showed a robust reinstatement effect: constant avatars improved acquisition during RP trials, but there was no clear advantage for retention or forgetting in the final test, indicating no strong multiple-context effect. Correlations with social presence suggested a potential link between perceived presence and context-dependent memory, warranting further exploration of avatar design to maximize VR-based learning outcomes. The study demonstrates that instructor avatars in IVEs can influence memory processing, offering a foundation for optimizing avatar-driven VR education while highlighting the need for higher-powered studies to parse context, presence, and learning dynamics.
Abstract
This study investigates how partner avatar design affects learning and memory when an avatar serves as a lecturer. Based on earlier research on the environmental context dependency of memory, we hypothesize that the use of diverse partner avatars results in a slower learning rate but better memory retention than that of a constant partner avatar. Accordingly, participants were tasked with memorizing Tagalog--Japanese word pairs. On the first day of the experiment, they repeatedly learned the pairs over six sessions from a partner avatar in an immersive virtual environment. One week later, on the second day of the experiment, they underwent a recall test in a real environment. We employed a between-participants design to compare the following conditions: the varied avatar condition, in which each repetition used a different avatar, and the constant avatar condition, in which the same avatar was used throughout the experiment. Results showed that, compared to the constant avatar condition, the varied avatar condition resulted in significantly lower recall performance in the repeated learning trials conducted on the first day. However, the avatar conditions showed no significant differences in the final recall test on the second day. We discuss these effects in relation to the social presence of the partner avatar. This study opens up a novel approach to optimizing the effectiveness of instructor avatars in immersive virtual environments.
