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2016
DOI: 10.1155/2016/2937632
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Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

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

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Cited by 23 publications
(20 citation statements)
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References 54 publications
(102 reference statements)
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“…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.…”
Section: Literature Reviewmentioning
confidence: 99%
“…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.…”
Section: Literature Reviewmentioning
confidence: 99%
“…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.…”
Section: Resultsmentioning
confidence: 99%
“…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].…”
Section: Pendahuluanunclassified