Virtual reality may potentially create immersive experiences compelling people to believe they are physically present in a virtual space. This may augment learning by increasing interest in the learning content. However, not all technology is equal. Current devices range from limited devices to next generation technology. At the extremes, devices may distract users from learning content by presenting a sub-optimal learning experience which may be affected by expectations of VR. Participants viewed a 360-degree educational video with the goal of learning as much as possible. Each participant used one of three devices: a smartphone, Google Card-board, or Oculus Rift DK2. Overall, more immersive devices induced greater feelings of presence. However, we failed to support the sub-optimal experience hypothesis. We also found that greater expectations and reported feelings of presence led to less information recalled during the simulation, potentially indicating the novelty of VR experiences may overwhelm learners.
Exercise has many health benefits, however, not enough Americans engage in physical activity which may be due to a lack of motivation and knowledge of how to do so. Wearable technologies, such as fitness trackers, can ameliorate this pervasive problem. The aim of this study was to examine trust and motivation as predictors of fitness tracker usage across several devices. Moreover, we developed trust and motivation scales specific to wearable fitness devices to determine the extent to which these factors may relate to individuals’ desire for continued use. A Confirmatory factor analysis and Structural equation model analysis was conducted on the data. Our results indicated that: 1) both technological trust and self-determined motivation are significantly related to each other and 2) both users’ perceived trust and motivation of the device are predictive of individuals' desire for continued use of wearable fitness devices. Therefore, considerations of how the technology can be transparent to the user and provide motivational support are important design considerations.
Regular exercise has many health benefits, however a major problem in the United States is that Americans do not exercise enough to reap these advantages. Although there are many ways that one can be motivated to exercise, the use of wearable technologies such as fitness tracking devices show great promise as an individual, and cost effective solution. On the other hand, many people who try out these devices return them leading to lower than idea acceptance rates for these devices. We examined online product reviews for wearable fitness devices in order to discover which factors led to product acceptance or rejection. We performed a qualitative analysis of user reviews across many websites and devices followed by a quantitative exploratory analysis using stepwise multiple regression predicting users’ experience. Overall, our results support that four high-level themes: usability, trust, motivation, and wearability determined a user’s experience.
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