Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. ...Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ context that integrates cognitive, affective, and behavioral factors as the primary influencing determinants. The results indicate that the meaning of immersion strongly depends on the users’ traits and contexts and that the function of immersion is strongly determined by the users’ own cognition and intentions. VR stories are viewed and accepted based on the manner that users imagine and intend to experience them. The model demonstrates the users’ cognitive processes of experiencing quality, value, and satisfaction, which determine how people empathize with and embody VR stories. The results confirm the relationship between immersion and both empathy and embodiment, implying a new conceptualization of immersion in the IJ context.
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NUK, OILJ, SAZU, UKNU, UL, UM, UPUK
With its advanced capabilities of immersive and interactive visualization, virtual reality (VR) has been advocated to facilitate design, engineering, construction, and management for the built ...environment. Substantial efforts have thus been devoted to VR-related applications in the architecture, engineering, and construction (AEC) industry over the last decades, resulting in a vast, diverse, and fragmented body of knowledge. The objective of this research is to systematically gain an in-depth understanding of research trends as well as reveal challenges and opportunities for future research in the area. To achieve this objective, this research explores the state-of-the-art in VR applications for the built environment by a mixed quantitative-qualitative review method. A total of 229 journal articles are collected using a structured data acquisition approach from Scopus and then fed into a bibliometric analysis to construct science maps. By doing so, the main research outlets, articles, and themes of this research field are quantitatively identified. Subsequently, an in-depth qualitative discussion is presented to provide deeper insights into the challenges and opportunities of main research topics. Furthermore, future research directions are proposed as follows: 1) user-centered adaptive design, 2) attention-driven virtual reality information systems, 3) construction training systems incorporating human factors, 4) occupant-centered facility management, and 5) industry adoption. This research contributes to the body of knowledge by synthesizing the state of the art of VR technology for the built environment and exposing its research needs, which can serve both academia and industry in terms of promoting VR applications for the built environment.
•A mixed literature review of VR application for the build environment was conducted.•A bibliometric analysis was conducted to depict science maps of VR application.•Research topics and trends are revealed through bibliometric analysis for later discussion.•A qualitative analysis was performed to clarify research challenges and opportunities.•Five potential research areas are identified in the field of VR for the build environment.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
Retraction: Cheng Y. Application of VR computer image technology in 3D virtualization of sports human science. J Concurrency Computat: Pract Exper. 2018; 30–24. The above article, published online on ...14 Sep 2018 Wiley Online Library ( https://onlinelibrary.wiley.com/doi/10.1002/cpe.4934) has been retracted by agreement between the journal Editor, Professor David W. Walker, School of Computer Science and Informatics, Cardiff University, Cardiff CF24 3AA, UK and Wiley Periodicals, LLC. The retraction has been agreed following an investigation based on allegations raised by a third party. Several inconsistencies including general logical flaws and irrelevant citations were found, making the motivation and conclusions of the article untrustworthy. The editorial office did not receive a response from the authors, and so requested underlying experimental data was not available for evaluation. Accordingly, the editors consider the conclusions of this manuscript invalid.
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FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SBCE, SBMB, UL, UM, UPUK
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on ...generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.
•The importance of virtual reality (VR) is growing rapidly in tourism-related areas.•This study develops a model incorporating innovation and gratification theories.•Innovation and gratification ...theories explain why consumers participate in VR.•Authentic experience and well-being mediate consumer behavior on VR tourism.•Technology readiness moderates the relationship between well-being and intention.
Despite the increasing amount of attention paid to virtual reality (VR) tourism and the rising importance of VR tourism, a theoretically integrated model of behavior has not been developed. To fill this void, we build and test a framework based on both innovation diffusion and uses and gratifications theories to explain why people participate in VR tourism. The moderating role of VR tourists’ technology readiness (optimism and innovativeness) between subjective well-being and behavioral intention is also examined. Results demonstrate that authentic experience and subjective well-being are affected by simplicity, benefit, compatibility (attributes of innovation diffusion), informativeness, social interactivity, and playfulness (uses and gratifications attributes). Behavioral intention is more positively influenced by subjective well-being than by authentic experience. The moderating role of technology readiness between subjective well-being and behavioral intention is stronger in individuals with high optimism and innovativeness than their counterparts with low optimism and innovativeness.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users' motivation to engage and enjoy immersive VR ...exercise platforms is thus important to designers. We designed a VR exercise platform and conducted an experiment with two conditions, one with a static user interface (UI) and the other with an open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported in an open world compared to static UI. Enjoyment in both static UI and open world conditions was positively correlated wih user's psychological needs and experience; autonomy and immersion. Participants' future play intention was also predicted by autonomy and immersion, but only within the open world condition. Our findings also suggest players can be classified into entertainment-focused and exercise-focused with different expectations and therefore different engagement behaviors with each VR exercise environment. The study highlights the value of informing VR design with measures of psychological need satisfaction.
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BFBNIB, DOBA, GIS, IJS, IZUM, KILJ, KISLJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
Background: Nutrition counseling and education provided by registered dietitians (RD) is an efficacious service for improved health outcomes. Limitations of in person education in clinical settings ...include RD access, time constraints, and lack of hands-on education tools. Immersive virtual reality (iVR) technology may be able to improve the patient experience by providing meaningful educational experiences. Methods: Participants (n=44,29 female, BMI=25.31 ± 5.7, Age=27.6 ± 13.9) were randomized to receive iVR or an in-person nutrition education experience both of which focused on the nutritional principles of portion size and calorie density. Both educational materials were developed by an RD and similar scripts were used for consistency between the two versions. However, the virtual reality program allowed for interactive experiences with food items. This included activities such as selecting and cutting foods to adjusting portion sizes. The portion control self-efficacy survey was administered preand post-experience. Repeated measures ANOVA was used to determine the effect of education on portion size self-efficacy and knowledge. Results: Portion size self-efficacy improved across time points in both in-person (n=26) and VR (n=18) education conditions (p=0.006). No main effect of condition or interaction between condition and time was shown to be significant, indicating both interventions improved scores similarly. Conclusions: iVR nutrition education shows promise to be similarly effective to an in-person RD experience. This technology is best applied in conjunction with RD medical nutrition counseling and can serve a wide range of educational topics. Future research is needed to validate this tool in clinical settings and among at-risk populations that may have lower baseline portion size-self efficacy.
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FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SBCE, SBMB, UL, UM, UPUK
Although virtual reality (VR) is an emerging technology in tourism, little research has been conducted on what factors make consumers visit destinations presented by VR. To address this gap in the ...literature, this study developed a theoretical framework including authentic experience, cognitive and affective responses, attachment, and visit intention with VR tourism using a stimulus-organism-response (SOR) theory. The results revealed significant impacts of authentic experience on cognitive and affective responses, indicating that authentic experience is an important factor in VR tourism. The study identified cognitive and affective responses as significant mediators in predicting attachment and visit intention. The results demonstrated that the intention to visit places shown in VR tourism was influenced by attachment to VR. Cognitive response had a stronger influence than affective response on the intention to visit a destination in VR. This study sheds light on why potential tourists visit destinations shown in VR.
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NUK, OILJ, SAZU, UKNU, UL, UM, UPUK