Virtual Reality (VR) is a rapidly evolving form of technology that constructs an entirely digital world, within which we can interact with threedimensional content. This technology has the potential to enable us to rethink learning and teaching, creating new, fully immersive worlds tailored to our individual preferences. User experience of VR as facilitated by onboarding processes has been studied with regards to wider issues of accessibility such as cybersickness, perceptual differences, sensory sensitivity and neurodiversity. However, the focus has been on the efficacy of interventions rather than onboarding processes and VR user experience more generally. We will focus on supplementing existing research and suggesting guidelines for the design and implementation of onboarding processes, with an emphasis on individual user experience and population heterogeneity. With the rapid growth of VR and immersive learning applications in recent years, as well as the importance of remote learning in a post-COVID environment, personalisable and accessible applications of VR are crucial.
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