2020
DOI: 10.3390/app10093182
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ArkaeVision VR Game: User Experience Research between Real and Virtual Paestum

Abstract: The design of a virtual reality (VR) cultural application is aimed at supporting the steps of the learning process-like concrete experimentation, reflection and abstraction—which are generally difficult to induce when looking at ruins and artifacts that bring back to the past. With the use of virtual technologies (e.g., holographic surfaces, head-mounted displays, motion—cation sensors) those steps are surely supported thanks to the immersiveness and natural interaction granted by such devices. VR can indeed h… Show more

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Cited by 35 publications
(18 citation statements)
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“…While previous studies explored the relationship between presence and narrative-related effects in immersive experiences (e.g., Diemer et al, 2015;Gorini et al, 2011;Shin, 2018), future research is needed to assess the higher emotional effect of narrative immersion in relation to other experiential elements and to storytellers' intentions. Further examination is also warranted to provide evidence supporting the relationship between emotional engagement and the memorability of the experience in line with Han et al (2020) and Pagano et al (2020).…”
Section: Discussionmentioning
confidence: 99%
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“…While previous studies explored the relationship between presence and narrative-related effects in immersive experiences (e.g., Diemer et al, 2015;Gorini et al, 2011;Shin, 2018), future research is needed to assess the higher emotional effect of narrative immersion in relation to other experiential elements and to storytellers' intentions. Further examination is also warranted to provide evidence supporting the relationship between emotional engagement and the memorability of the experience in line with Han et al (2020) and Pagano et al (2020).…”
Section: Discussionmentioning
confidence: 99%
“…Notwithstanding these limitations, the study offers several insights into the use of cVR for creating storytelling experiences in this context, included their potential to emotionally engage viewers. This is considered a key issue for the design of meaningful and memorable experiences based on VR in cultural heritage tourism (Han et al, 2020;Pagano et al, 2020;Roussou, 2008). As VR is increasingly adopted for cultural heritage storytelling and the cVR medium itself starts to find a place in this context, there is the opportunity to further explore its potential for the development of innovative cultural experiences beyond virtual tours.…”
Section: Discussionmentioning
confidence: 99%
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“…User experience analysis in the educational realm is directly linked to the levels of user acceptance and satisfaction [ 120 ] of the new wave of educational technological ecosystems and the personalization of learning [ 121 ]. Barneche-Naya and Hernández-Ibañez describe the results of a case study intended to compare three different user movement paradigms (metaphoric, symbolic and natural) designed to control the visit to virtual environments for a NUI-based museum installation.…”
mentioning
confidence: 99%
“…User experience analysis in the educational realm is directly linked to the levels of user acceptance and satisfaction [ 120 ] of the new wave of educational technological ecosystems and the personalization of learning [ 121 ]. Barneche-Naya and Hernández-Ibañez describe the results of a case study intended to compare three different user movement paradigms (metaphoric, symbolic and natural) designed to control the visit to virtual environments for a NUI-based museum installation.…”
mentioning
confidence: 99%