2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019
DOI: 10.1109/vr.2019.8797750
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A Study in Virtual Reality on (Non-)Gamers‘ Attitudes and Behaviors

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Cited by 3 publications
(3 citation statements)
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“…The majority of design methods involving VR are utilized in later phases of the design process for evaluating purposes. These evaluations can be conducted for instance via usability tests, user observations, ergonomic studies, virtual assembly simulations, or immersive visualizations (Berg and Vance, 2016;Boothroyd, 1994;Mihelj et al, 2013;Ottosson, 2002;Rieuf and Bouchard, 2017;Stadler et al, 2019). Advantages of using these methods are an improved understanding of scale (Keeley, 2018), time and cost effectiveness (Berg and Vance, 2016;Deb et al, 2017;Wendrich, 2010), an enriched emotional component (Rieuf and Bouchard, 2017;Wendrich, 2010), increased concept quality (Akca, 2017;Boothroyd, 1994;Tovey, 1989), and improved design understanding and decision-making (Freeman et al, 2017).…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…The majority of design methods involving VR are utilized in later phases of the design process for evaluating purposes. These evaluations can be conducted for instance via usability tests, user observations, ergonomic studies, virtual assembly simulations, or immersive visualizations (Berg and Vance, 2016;Boothroyd, 1994;Mihelj et al, 2013;Ottosson, 2002;Rieuf and Bouchard, 2017;Stadler et al, 2019). Advantages of using these methods are an improved understanding of scale (Keeley, 2018), time and cost effectiveness (Berg and Vance, 2016;Deb et al, 2017;Wendrich, 2010), an enriched emotional component (Rieuf and Bouchard, 2017;Wendrich, 2010), increased concept quality (Akca, 2017;Boothroyd, 1994;Tovey, 1989), and improved design understanding and decision-making (Freeman et al, 2017).…”
Section: Related Workmentioning
confidence: 99%
“…Advantages of using these methods are an improved understanding of scale (Keeley, 2018), time and cost effectiveness (Berg and Vance, 2016;Deb et al, 2017;Wendrich, 2010), an enriched emotional component (Rieuf and Bouchard, 2017;Wendrich, 2010), increased concept quality (Akca, 2017;Boothroyd, 1994;Tovey, 1989), and improved design understanding and decision-making (Freeman et al, 2017). However, the usage of VR in the later phases of the design process also revealed limitations such as technical drawbacks such as restricted field of view (Berg and Vance, 2016), limited immersion (Stadler et al, 2019), lack of accuracy (Arora et al, 2017), and absence of haptic feedback (Bishop et al, 2001). Rieuf and Bouchard (2017) state that VR is scarcely used in early phases of the design process.…”
Section: Related Workmentioning
confidence: 99%
“…The usage of VR for data collection can also be challenging due to the uncertainty to which extent the technology is suitable for diverse people in consideration of aspects such as gender, age, societies with varying access to and perception of technology in general, or prior knowledge regarding VR (Pick and Azari, 2009;Stadler et al, 2019;Venkatesh and Morris, 2000). O'Brien et al (2012) discuss experiences of technologies considering age and prior knowledge.…”
Section: Related Workmentioning
confidence: 99%