Abstract:Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual enviro… Show more
“…Yung and Khoo-Lattimore (2019) suggest that a high level of perceived authenticity of VR content provides valuable insights into the trajectory of virtual tourism. Further, studies in virtual environments have documented the influence of immersion on authentic experience in terms of improving learners’ engagement (Loup et al 2016), in the comparison of a headband, 3D glasses, and a head-mounted display (Kronqvist, Jokinen, and Rousi 2016), and in tourism technology engagement (Schaffer 2017). Despite the significant role of authentic experience in VR tourism, no empirical research has been conducted on the impact of authentic experience on VR tourists’ behavior.…”
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.
“…Yung and Khoo-Lattimore (2019) suggest that a high level of perceived authenticity of VR content provides valuable insights into the trajectory of virtual tourism. Further, studies in virtual environments have documented the influence of immersion on authentic experience in terms of improving learners’ engagement (Loup et al 2016), in the comparison of a headband, 3D glasses, and a head-mounted display (Kronqvist, Jokinen, and Rousi 2016), and in tourism technology engagement (Schaffer 2017). Despite the significant role of authentic experience in VR tourism, no empirical research has been conducted on the impact of authentic experience on VR tourists’ behavior.…”
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.
“…The purpose of this study was to explore the safety and feasibility of pairing the Oculus Rift® HMD in combination with the Microsoft Kinect® sensor as a full-body interactive experience for persons without disabilities and for persons post-stroke. Most of the previous research on HMDs in persons post-stroke have been keyboard/mouse/joystick controller-based systems ( Kronqvist, Jokinen, & Rousi, 2016 ). Games that require players to use their body as the controller are inherently distinct and warrant investigation.…”
This study explored the feasibility and safety of pairing the Microsoft Kinect® sensor with the Oculus Rift® Head Mounted Display (HMD) as a telerehabilitation technology platform for persons post-stroke. To test initial safety, fourteen participants without disabilities (age 30 ± 8.8 years) engaged in a game-based task using the Microsoft Kinect® with a first-person view using the Oculus Rift®. These tasks were repeated for five participants post-stroke (age 56 ± 3.0 years). No significant adverse events occurred in either study population. When using the Oculus Rift® HMD, three participants without disabilities reported dizziness and nausea. All of the participants post-stroke required hands-on assistance for balance and fall prevention. The intensive nature of physical support necessary for this type of interaction limits the application as a telerehabilitation intervention. Given the increasing availability of HMDs for commercial use, it is crucial that the safety of immersive games and technologies for telerehabilitation is fully explored.
“…Akan tetapi, aplikasi realitas virtual masih memiliki beberapa kekurangan. Pengguna dapat merasa tidak enak dan mual akibat motion sickness [8]. Kontrol interaksi yang disediakan pun terbatas [9].…”
Salah satu kekurangan utama pada aplikasi virtual, yaitu mahalnya perangkat yang dibutuhkan, mulai teratasi dengan munculnya perangkat alternatif yang berbiaya murah. Salah satu perangkat populer yang paling awal muncul adalah Cardboard. Penelitian ini dilakukan untuk melakukan inspeksi usabilitas terhadap penggunaan Cardboard. Inspeksi dilakukan dengan menggunakan teknik evaluasi heuristik untuk lingkungan virtual. Hasil penelitian ini adalah masalah yang sering muncul pada lingkungan virtual terjadi pada H7 (navigation and orientation support) selanjutnya H3 (natural expression of action) dan H8 (clear entry and orientation support). Pengembang aplikasi VR pada umumnya telah dapat mengaplikasikan dengan baik pada heuristik H6 dan H9 dengan tidak ditemukannya masalah usabilitas dalam aplikasi VR.Kata Kunci: cardboard, heuristik, inspeksi usabilitas, realitas virtual.
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