2021
DOI: 10.3390/ijerph18020364
|View full text |Cite
|
Sign up to set email alerts
|

The Study of Walking, Walkability and Wellbeing in Immersive Virtual Environments

Abstract: Recent approaches in the research on walkable environments and wellbeing go beyond correlational analysis to consider the specific characteristics of individuals and their interaction with the immediate environment. Accordingly, a need has been accentuated for new human-centered methods to improve our understanding of the mechanisms underlying environmental effects on walking and consequently on wellbeing. Immersive virtual environments (IVEs) were suggested as a potential method that can advance this type of … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
11
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 21 publications
(52 citation statements)
references
References 82 publications
1
11
0
Order By: Relevance
“…This result is very important in the development of our training program when we know that cybersickness negatively predicts intention to use an HMD (Sagnier et al, 2020). Moreover, the notion of the subjective experience of being in a virtual environment (by the study of sense of presence) is essential to ensure ecological validity in virtual environments (Slater, 2009;Birenboim et al, 2021). In terms of user experience, these results confirm the possibility of developing virtual gait training programs in various visual contexts for the elderly.…”
Section: Cybersickness and Sense Of Presencesupporting
confidence: 55%
See 1 more Smart Citation
“…This result is very important in the development of our training program when we know that cybersickness negatively predicts intention to use an HMD (Sagnier et al, 2020). Moreover, the notion of the subjective experience of being in a virtual environment (by the study of sense of presence) is essential to ensure ecological validity in virtual environments (Slater, 2009;Birenboim et al, 2021). In terms of user experience, these results confirm the possibility of developing virtual gait training programs in various visual contexts for the elderly.…”
Section: Cybersickness and Sense Of Presencesupporting
confidence: 55%
“…Contextual realism can modify the ecological validity of a simulated environment (Kuliga et al, 2015;Joseph et al, 2020). Birenboim et al (2021) recommended pretesting VE design to ensure high ecological validity in terms of behavior and wellbeing in fully immersive VR. Moreover, highly realistic VR environments led to greater positive affective and serenity responses compared with lowrealism environments (Newman et al, 2022).…”
Section: Sub-challengementioning
confidence: 99%
“…With the arrival of the intelligent era, new technologies represented by VR have gradually come into public view and have improved the quality of human life [56]. VR technology, based on its high immersion, control, security, and other characteristics, has been widely used, including in psychological research and clinical psychology [57][58][59][60][61][62][63][64][65]. It also plays an important role in the education and training of young people and professionals [66,67].…”
Section: The Psychological Application Of Virtual Reality (Vr) Technologymentioning
confidence: 99%
“…Aside from physical activity, previous studies also support the association between neighborhood walkability characteristics (e.g., land use mix diversity, connectivity, and aesthetics) and walking experience (self-reported affective experience). Because walking promotes not only social capital and a sense of community, but also social interaction and an enhanced sense of safety, these all contribute to a neighborhood’s livability and inhabitants’ mental health [ 30 , 31 , 32 , 33 , 34 ]. On the level of individuals, affective experience is a part of the conceptualization of well-being that is interpreted through the lens of an individual’s perceptions and experiences, which is typically divided into two components: hedonic (satisfaction and positive emotions), and eudemonic (purpose, meaning, or self-actualization) [ 35 , 36 ].…”
Section: Introductionmentioning
confidence: 99%