876 results on '"sense of presence"'
Search Results
2. VR-assisted inquiry-based learning to promote students' science learning achievements, sense of presence, and global perspectives.
- Author
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Chen, Chih-Hung and Chu, Yih-Ru
- Subjects
VIRTUAL reality in education ,INQUIRY-based learning ,SCIENCE education ,ACADEMIC achievement ,GLOBALIZATION ,INFORMATION economy - Abstract
Due to globalization, emerging technologies, and the knowledge economy, there has been a growing emphasis on students having global competencies and perspectives to succeed in an increasingly interconnected world. On the other hand, a variety of technologies have been adopted for inquiry-based learning (IBL) activities. An interactive e-book environment can provide an interface with multimedia for promoting meaningful learning. Virtual reality (VR) can support situated learning by placing learners in an interactive realistic-like environment for promoting student learning. The sense of presence in the environment enhances motivational variables, thereby impacting learning achievements. However, rare exploratory research methods have been used to investigate the sense of presence and academic performance, representing a significant research gap. Thus, we designed a VR-assisted inquiry-based learning (VR-IBL) approach to enhance students' learning. Furthermore, a quasi-experimental design setting was carried out to investigate the influences of the implemented approach on students' learning effectiveness, compared to an e-book-assisted inquiry-based learning (eB-IBL) approach. The experimental results evidenced that the VR-IBL approach significantly improved the students' science learning achievements and enhanced their sense of presence; moreover, the VR-IBL approach benefited the global perspectives of the students with initial moderate and low global perspectives. This could be a good reference for utilizing VR technology in education. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Felt presence and its determinants in young adults: results from three independent samples.
- Author
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Maciaszek, Julian, Senczyszyn, Adrianna, Rejek, Maksymilian, Bielawski, Tomasz, Błoch, Marta, and Misiak, Błażej
- Subjects
SOCIAL defeat ,NEUROLOGICAL disorders ,YOUNG adults ,PSYCHOSES ,MENTAL illness - Abstract
Felt presence (FP) is a phenomenon that might appear in individuals with mental and neurological disorders as well as those without any specific morbidity. Some studies have indicated that FP is closely related to psychotic symptomatology. Yet, the mechanisms underlying its occurrence remain largely unknown. The present study aimed to disentangle as to whether FP is associated with widely known risk factors of psychosis. Data from three independent samples of non-clinical young adults were analyzed. Self-reports were administered to assess psychopathological symptoms (samples 1 - 3), neurodevelopmental risk factors for psychosis (sample 1), social defeat components (sample 2), childhood trauma and loneliness (sample 3). A total of 4782 individuals were surveyed across all three samples. Unadjusted analyses showed that the following factors are associated with higher odds of FP: obstetric complications, childhood trauma, non-right handedness, a lower education level, unemployment, minority status, humiliation, perceived constraints, and loneliness. However, only minority status and a lower level of education were associated with higher odds of FP after adjustment for other psychopathological symptoms, age, and gender. Importantly, hallucination-like experiences across all recorded modalities and paranoia were associated with higher odds of FP in all samples. Depressive symptoms were weakly associated with FP in two samples. Findings from the present study suggest that the majority of known risk factors for psychosis contribute to the emergence of FP through the effects on psychotic experiences. Low educational attainment and minority status might be the only risk factors independently contributing to the emergence of FP. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
4. How are the sense of presence and learning outcomes being investigated when using virtual reality? A 24 years systematic literature review.
- Author
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Krassmann, Aliane Loureiro, Melo, Miguel, Pinto, Darque, Peixoto, Bruno, Bessa, Maximino, and Bercht, Magda
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VIRTUAL reality , *LITERATURE reviews , *PRIMARY education , *EARLY childhood education , *DATABASES - Abstract
The sense of presence is an important aspect of virtual reality experiences, being increasingly researched in educational contexts for its potential association with learning outcomes. A panorama of how these investigations have been conducted could help researchers and practitioners to harness this potential and find new directions. A systematic literature review was conducted to contribute to this perspective, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The results show an overview of 24 years of research, with a summarization of areas, factors, and methodological approaches that have been the focus of investigation when these three variables of interest (VR, sense of presence, and learning) are together. We conclude with a list of research gaps that need to be addressed and a research agenda, identifying current and emerging challenges. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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5. Spread the Word: Secondary Crisis Communication of Unethical Destination Incidents via Social Media.
- Author
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Ruan, Wen-Qi, Zhou, Yan, Li, Yong-Quan, Su, Xin-Wei, Zhang, Shu-Ning, and Deng, Fang
- Subjects
- *
CRISIS communication , *RISK perception , *COMMUNICATION models , *SOCIAL media , *ANGER - Abstract
The communication of unethical destination incidents (UDIs) through social media can be quite complex. Interestingly, the relationship between information forms of UDIs and users' online behavior has been grossly ignored, especially in the case of secondary crisis communication (SCC). We investigate the heterogeneous impact of UDIs' information forms on SCC rooted in the Defleur model of communication. Results from three experimental studies revealed that UDIs in video form elicit higher levels of presence and SCC than those in image-text and text forms. Risk perception and anger are important guiding factors in this process. In brief, the diffusion process of UDIs includes the three stages of reception, transformation, and transmission. The study's findings suggest a new perspective for understanding destination crisis communication and offer practical implications for alleviating the negative impact of destination crisis. [ABSTRACT FROM AUTHOR]
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- 2024
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6. The Role of Virtual Reality in Tourism Marketing: Virtual Destination Image Formation and Behavioral Intentions.
- Author
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Mirzaei, Roozbeh, Chakerreza, Shiva, and Tabrizi, Nazanin
- Subjects
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VIRTUAL tourism , *EVIDENCE gaps , *PLACE marketing , *VIRTUAL reality , *MARKETING strategy , *DESTINATION image (Tourism) , *TOURISM marketing - Abstract
This research investigates the impact of Virtual Reality (VR) as a tourism marketing tool on forming virtual destination image and behavioral intentions among potential outbound Iranian tourists. With limited empirical studies on this topic, the study bridges the research gap by exploring the role of VR in shaping tourists’ perceptions and intentions. The applied quantitative research involves 302 participants, and the data is analyzed using the structural equation method in Smart PLS Software. The findings reveal that the sense of presence in the VR environment directly influences virtual cognitive and affective images, which affect the overall virtual image and subsequently behavioral intentions. This study provides valuable insights for marketers and destination managers to utilize VR for enhanced tourism marketing strategies. [ABSTRACT FROM AUTHOR]
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- 2024
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7. A reflective cycle-based virtual reality approach to promoting students' learning achievement, sense of presence, and higher-order thinking in professional training.
- Author
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Hwang, Gwo-Jen and Chang, Ching-Yi
- Subjects
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VIRTUAL reality , *PROFESSIONAL education , *ACADEMIC achievement , *ARTIFICIAL intelligence , *CHILD development , *BRITISH education system - Abstract
In professional healthcare training programs, field experience after physical courses is essential for students to become professionals. However, the outbreak of the pandemic has restricted such field experience, and so students' problem-solving awareness when facing clinical emergencies in a professional field after graduation has become a critical issue. In conventional teaching, video-based instruction with case-based learning sheets is usually adopted for healthcare training. In this teaching mode, students generally lack opportunities to experience the process of dealing with authentic cases, and hence might be unable to immediately judge and solve problems when entering the workplace. To enhance students' critical thinking and problem-solving awareness, the present study proposed a reflective cycle-based virtual reality (RC-VR) approach to provide a realistic environment and enable repeated practice. To examine its effectiveness, this study adopted a quasi-experimental design and applied it in a healthcare training program for risk assessment of maternal labor. The results indicated that the proposed RC-VR approach effectively enhanced students' learning achievement, sense of presence, critical thinking, and problem-solving awareness in comparison to the conventional teaching approach. [ABSTRACT FROM AUTHOR]
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- 2024
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8. An exploratory study on practising listening comprehension skills in high‐immersion virtual reality.
- Author
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Ye, Yongluan and Kaplan‐Rakowski, Regina
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LISTENING comprehension , *LISTENING skills , *COGNITIVE load , *ANALYSIS of covariance , *INTERACTIVE multimedia , *VIRTUAL reality - Abstract
Holding learners' attention is challenging, especially when they are asked to listen to long passages. High‐immersion virtual reality (VR) can immerse learners in listening tasks, even in such complex languages as Chinese. This exploratory study examined the effect of VR on 43 Chinese language learners' listening comprehension, enjoyment, sense of presence, and cognitive load. Participants were self‐selected into two groups without knowing the purpose of the study or the details of their activity. The experimental group (n1 = 23) experienced an interactive multimedia story in VR, and the comparison group (n2 = 20) watched a screencast video recording of the same story. Multivariate analysis of covariance (MANCOVA) indicated that VR may have a positive effect on the development of listening skills. Compared with the video group, the VR group had significantly higher listening comprehension scores, reported significantly more enjoyment and sense of presence, and reported experiencing less cognitive load. Thus, the findings suggest that VR could be used as a pedagogical tool to enhance foreign language listening skills.Practitioner notesWhat is already known about this topicPractising listening skills is key for language development.Virtual reality (VR) is motivational and engaging.Research on practising listening skills in VR is scarce.What this paper addsVR can be beneficial for practising listening skills.Language learners highly enjoy practising listening in VR.Interactivity can improve engagement and support listening comprehension.Implications for practice and/or policyLearners should be provided pretraining and scaffolding prior to using VR.The duration of VR activities should be considered.Interactivity in VR may increase its effectiveness in attending listening tasks. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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9. The impact of sound and immersive experience on learners when using virtual reality and tablet: A mixed‐method study.
- Author
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Kaplan‐Rakowski, Regina, Cockerham, Deborah, and Ferdig, Richard E.
- Subjects
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MUSEUM exhibits , *VIRTUAL reality , *ENVIRONMENTAL music , *MUSEUM visitors , *MULTIVARIATE analysis , *STIMULUS & response (Psychology) - Abstract
Multisensory‐rich VR experiences, which encompass visual, auditory, and haptic stimuli, have the potential to enhance engagement, motivation, and learning. However, extensive sensory stimuli could also compromise learning through sensory overload. In museum settings, visitors who are inundated with excessive stimuli such as unrelated background music or competing visual options may not experience optimal learning. This mixed‐methods study addressed this potential problem by exploring the impact of sound on learning, enjoyment, sense of presence, and the development of interest among museum attendees (N = 255) who used two different types of technology: high‐immersion VR or a tablet. Results from a one‐way MANOVA revealed that learning and sense of presence were unaffected by the technology used unless sound was added. Using a tablet with sound lowered the sense of presence. Participants in the VR condition with or without sound had significantly higher enjoyment scores than those in either tablet condition. The development of interest was not significantly affected by any condition, regardless of whether sound was used. The research findings have implications for implementing VR for learning in museum settings. For instance, VR can enhance a sense of presence in museum exhibits, but a sense of presence may be significantly diminished when museum visitors use tablets with sound. Additional recommendations for the use of multimodal VR in museums are provided. Practitioner notesWhat is already known about this topic VR can support an immersive and engaging experience for users.VR is more immersive than tablets.When designed effectively, sound can increase immersion and engagement.When integrated into the visual environment, sound can add authenticity to the learning content.VR can complement museum exhibits as it allows museum visitors to extend their learning experiences.What this paper adds VR enriched with sound can significantly and positively impact sense of presence.Compared with a soundless VR exhibition, VR enriched with sound enhances engagement of museum visitors by drawing their attention to the content of the exhibits.VR with and without sound can support learning and add enjoyment to museum visitor experiences.Implications for practice and/or policy Developers interested in adding sound to VR should ensure that the visual and auditory experiences are directly related to the desired content delivery.Museum exhibit creators and curators should consider the use of VR to provide dynamic learning experiences that increase enjoyment and presence. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
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10. 面向城市薄弱校的专递课堂模式 构建及应用研究 ——基于支架式教学策略的视角.
- Author
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刘清堂, 刘瑶瑶, and 郑欣欣
- Abstract
Copyright of Digital Education is the property of Haiyan Publishing Co. Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
11. When Virtual Reality meets destination marketing: The mediating role of presences between vividness and user responses.
- Author
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Zhu, Chris, Wu, Don Chi Wai, Lu, Yan, Fong, Lawrence Hoc Nang, and She, Lena Silin
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VIRTUAL reality ,PLACE marketing ,DESTINATION marketing organizations ,EVIDENCE gaps ,SATISFACTION - Abstract
Virtual Reality (VR) has been widely adopted by destination marketing organizations (DMOs) to promote a destination. However, the existing literature lacks a solid theoretical foundation to interpret the phenomenon of VR experience. To address this research gap, this study aims to advance our understanding of how two distinct presences (telepresence and sense of presence) are formed and how they influence user responses after VR experience. A theoretical framework was proposed including vividness, sense of presence, telepresence, satisfaction, and intention to visit. According to the findings, two distinct presences mediate the positive relationship between vividness and satisfaction, and consequently intention. Additionally, theoretical and managerial insights are provided. [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
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12. The effect of virtual tourism experience on tourist responses: the lens from cognitive appraisal theory.
- Author
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Song, Hongmei and Lu, Shen
- Subjects
VIRTUAL tourism ,PLACE marketing ,MARKETING effectiveness ,TOURISM marketing ,VIRTUAL reality ,LENSES - Abstract
Virtual reality (VR) can enhance a tourist's travel experience and the effectiveness of destination marketing. Drawing on cognitive appraisal theory, this study developed a theoretical framework that examined VR tourism interaction, immersion, sense of presence in relation to pleasure and arousal, and the effect of these emotional responses on behavioral intention. Our results showed that VR interactivity, immersion, and sense of presence influence users' emotional responses, however, the interactive experience has no positive effect on arousal, and arousal has no positive effect on behavioral intention. Our study contributes to the development of cognitive appraisal theory and suggests valuable practical recommendations for tourism marketing managers. [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
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13. Examining Turkish travellers' non-immersive virtual heritage tour experiences through stimulus–organism–response model.
- Author
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Akyurt Kurnaz, Hande, Kahraman, Onur Cüneyt, Kurnaz, Alper, and Atsız, Ozan
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VIRTUAL tourism ,TRAVEL hygiene ,STRUCTURAL equation modeling ,SATISFACTION ,TRAVELERS - Abstract
Copyright of Journal of Hospitality & Tourism Technology is the property of Emerald Publishing Limited and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
14. The Relationship between Sense of Presence, Emotional Response, and Clinical Outcomes in Virtual Reality-Based Therapy for Treatment-Resistant Schizophrenia: An Exploratory Correlational Study.
- Author
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Augustin, Elischa, Beaudoin, Mélissa, Giguère, Sabrina, Ziady, Hind, Phraxayavong, Kingsada, and Dumais, Alexandre
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VIRTUAL reality therapy , *AUDITORY hallucinations , *TREATMENT effectiveness , *SCHIZOPHRENIA , *PSYCHOTHERAPY , *SENSE of coherence - Abstract
Avatar therapy (AT) is a novel virtual reality-based psychotherapy that has been developed to treat auditory verbal hallucinations (AVH) in treatment-resistant schizophrenia. Various psychotherapeutic components, such as emotions and sense of presence, could contribute to clinical outcomes. However, the interplay between sense of presence, emotions, and clinical response has seldom been investigated. This study aimed to explore the relations between sense of presence, emotions, and clinical outcomes in AT. To conduct this investigation, data from previous and ongoing AT trials were used. Sense of presence and emotions were assessed using standardized questionnaires. AVH were evaluated using the Psychotic Symptom Rating Scales. While sense of presence was positively associated with positive emotions such as control and serenity, no significant associations were found for negative emotions. Moreover, a higher level of sense of presence was associated with a bigger decrease in AVH. Overall, positive emotions seem to be associated with sense of presence in AT. Sense of presence also seems to be involved in the therapeutic outcome, thereby suggesting that this could be an important component related to clinical response. More studies are needed to confirm these trends, which could be generalized to other virtual reality-based psychotherapies. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
15. Felt presence and its determinants in young adults: results from three independent samples
- Author
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Julian Maciaszek, Adrianna Senczyszyn, Maksymilian Rejek, Tomasz Bielawski, Marta Błoch, and Błażej Misiak
- Subjects
sense of presence ,hallucination ,delusion ,affective symptoms ,psychotic disorder ,Psychiatry ,RC435-571 - Abstract
Felt presence (FP) is a phenomenon that might appear in individuals with mental and neurological disorders as well as those without any specific morbidity. Some studies have indicated that FP is closely related to psychotic symptomatology. Yet, the mechanisms underlying its occurrence remain largely unknown. The present study aimed to disentangle as to whether FP is associated with widely known risk factors of psychosis. Data from three independent samples of non-clinical young adults were analyzed. Self-reports were administered to assess psychopathological symptoms (samples 1 – 3), neurodevelopmental risk factors for psychosis (sample 1), social defeat components (sample 2), childhood trauma and loneliness (sample 3). A total of 4782 individuals were surveyed across all three samples. Unadjusted analyses showed that the following factors are associated with higher odds of FP: obstetric complications, childhood trauma, non-right handedness, a lower education level, unemployment, minority status, humiliation, perceived constraints, and loneliness. However, only minority status and a lower level of education were associated with higher odds of FP after adjustment for other psychopathological symptoms, age, and gender. Importantly, hallucination-like experiences across all recorded modalities and paranoia were associated with higher odds of FP in all samples. Depressive symptoms were weakly associated with FP in two samples. Findings from the present study suggest that the majority of known risk factors for psychosis contribute to the emergence of FP through the effects on psychotic experiences. Low educational attainment and minority status might be the only risk factors independently contributing to the emergence of FP.
- Published
- 2024
- Full Text
- View/download PDF
16. Introduction
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Marchioro, Davide Maria, Fonseca, Aimée Argüero, Benatti, Fabio, Zuin, Marco, Binder, Jens, Series Editor, Marchioro, Davide Maria, Fonseca, Aimée Argüero, Benatti, Fabio, and Zuin, Marco
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- 2024
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17. User evaluation of a tiny house design through eye-tracking-integrated virtual reality: the role of sense of presence, visual behaviour and informative context
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Berni, Aurora, Ruiz-Pastor, Laura, and Borgianni, Yuri
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- 2024
- Full Text
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18. The Effect of Exposure to VR <italic>vs.</italic> 2D Virtual Environments on Restorativeness: The Mediating Role of the Sense of Presence.
- Author
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Clemente, Davide, Theodorou, Annalisa, Romano, Luciano, Russo, Claudia, Rodelli, Roberta, Casagrande, Gianluca, and Panno, Angelo
- Abstract
AbstractVirtual reality (VR) finds many fields of application due to its capability to reproduce “in virtuo” real environments. Previous studies highlighted that exposure to virtual environments leads to restorativeness, which in turn is related to several positive psychological outcomes. However, the mechanisms that lead to restorativeness are still unclear. The main aim of this study was to investigate the mediating role of the sense of presence in the relationship between exposure to virtual environments and restorativeness. We conducted a study with a 2 × 2 between-subjects design. Two conditions (archaeological
vs. natural sites) were presented on two levels (2Dvs. VR), on a sample of 199 participants (M age = 22.49, SD = 7.22, range = 18–69). Results show a significant indirect effect of the sense of presence generated by VR on restorativeness, regardless of the condition presented. Our findings shed light on the underlying mechanisms of restorativeness enhanced by virtual environments. Limitations of the study, research developments, and practical implications are discussed. [ABSTRACT FROM AUTHOR]- Published
- 2024
- Full Text
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19. Design, development, and evaluation of educational virtual reality environment: EVRECA.
- Author
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Geriş, Ali and Özdener, Nesrin
- Subjects
- *
EDUCATIONAL evaluation , *COURSEWARE , *VIRTUAL reality , *COGNITIVE load , *EDUCATION research , *RESEARCH methodology - Abstract
Numerous studies have been carried out in recent years on the use of virtual reality (VR) technologies and environments in education. On the other hand, many researchers have drawn attention to the inadequacy of studies that deal with the education process in virtual reality environments from a broad perspective. In this research, the process of designing, developing, and testing an educational virtual reality environment in the light of a design model that includes pedagogical, design, and technical steps have been experienced and reported with a holistic perspective. The study was carried out in a two meso cycle structure based on the educational design research methodology. In the scope of research, the educational virtual reality campus platform has been developed to provide a skill-based educational environment for learners. The Internet of Things training process in the platform was held in a single session with each participant. At the end of the practices, it has been seen that the training carried out on the platform can provide learning at both cognitive and skill levels; the knowledge learned in the virtual reality environment can be transferred to real life and has a lasting effect. Furthermore, it was determined that there was a reverse relationship between the participants' sense of presence and their cognitive load, and there was a positive relationship between the participants' sense of presence and their pleasure and arousal levels. It has been concluded that technical data such as frames per second, latency, draw call, and polygon count provided by the platform can have a remarkable effect on the VR experience. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
20. Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load.
- Author
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Thorp, Sebastian Oltedal, Rimol, Lars Morten, Lervik, Simon, Evensmoen, Hallvard Røe, and Grassini, Simone
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COGNITIVE load ,SHARED virtual environments ,VIRTUAL reality ,HEAD-mounted displays ,SPATIAL ability ,COMPARATIVE studies ,SENSES - Abstract
This study investigates the effects of immersion on spatial ability in virtual reality (VR) and the influence of sense of presence, simulation sickness, and cognitive load. Participants performed a spatial ability task using a head-mounted display in an immersive or non-immersive VR condition. Contrary to expectations, immersive VR did not enhance spatial performance compared to nonimmersive VR. Interestingly, cognitive load was positively associated with spatial ability in immersive VR but negatively associated with it in nonimmersive VR. A higher sense of presence was associated with increased spatial ability for both conditions. Predictably, simulation sickness negatively impacted spatial ability in the more immersive condition. Sense of presence and simulation sickness correlated in the immersive condition but not in the nonimmersive condition, indicating the importance of immersion as a covariate. These findings highlight a complex interplay of factors in immersive environments, challenging existing assumptions and providing insights for designing spatial environments in immersive and non-immersive virtual environments. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
21. Theater practice and interpersonal synchronization behaviors: a pilot study comparing actors and non-actors.
- Author
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Sofia, Gabriele, Mager, Clément, Brunel, Lionel, and Noel, Anne-Sophie
- Abstract
Recent studies in the field of theater studies no longer view theater as an object, but rather as a dynamic relationship between actors and spectators. In an embodied and situated perspective of cognition, imagination emerges as a product of this dynamic. This study aims to investigate whether acting practice enhances someone’s abilities to set up an effective relationship with others and allows the individual to better manage not only the relationship itself, but also her/ his own feelings and those of her/his partner. Eighty two healthy Italian adults, with no communication disorders, including 43 actors (M
age = 25.4; S.D. = 3.64) and 39 non-actors (Mage = 24.1 = S.D. = 4.17) completed a joint verbal production task named Random Sequence Generation (RSG) task. Initially, participants performed the task individually. Subsequently, in a second phase, they worked in pairs with another participant, taking turns to contribute to a shared sequence. Pairings were predetermined to ensure a balanced mix of actors and nonactors, and to prevent participants from having prior relationships. Following the task, subjects were queried about their sense of presence, and, their perception of entitativity with their partner. We observed a replication of previous studies, showing higher RSG scores and reduced repetition in the paired condition, indicative of coupling and synchronization behavior. Within pairs, the level of the sense of presence of both partners was positively correlated. Furthermore, an interaction effect between the sense of presence and acting experience on the perception of entitativity was observed. Specifically, actors described perceived entitativity with their partners when their sense of presence was heightened, whereas non-actors experienced a decrease in perceived entitativity with their partners under similar circumstances. We discuss the results and limitations of the study, suggesting the effect of artistic practice on the development of a sort of dual-task ability which enables actors to organize their sensations and actions while sustaining a meaningful connection with others. This research represents an interdisciplinary collaboration between theater studies and cognitive sciences, highlighting the value of a multidisciplinary approach to research. [ABSTRACT FROM AUTHOR]- Published
- 2024
- Full Text
- View/download PDF
22. An experimental study on reading in high‐immersion virtual reality.
- Author
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Kaplan‐Rakowski, Regina and Gruber, Alice
- Subjects
- *
READING comprehension , *WILCOXON signed-rank test , *COGNITIVE load , *INTRINSIC motivation , *VIRTUAL reality , *VIDEO recording , *HEADSETS - Abstract
High‐immersion virtual reality (VR) is an increasingly valued environment for language learners. Although reading constitutes a core language skill, practicing reading in VR has received little attention. In this between‐subject, quantitative study, 79 intermediate learners of English at a German university were randomly assigned to view an interactive, multimedia‐rich story under two conditions. In the experimental condition, subjects (the VR group) experienced the story using a high‐immersion VR headset. In the comparison condition, subjects (the video group) watched a video recording (ie, screencast) of the same VR experience. In both conditions, the story was presented using identical captions in English, which served as the reading comprehension text. In addition to measuring the impact of VR on reading comprehension, validated questionnaires yielded data on the subjects' intrinsic motivation, sense of presence and cognitive load. The analysis produced several findings. First, t‐tests revealed the VR group was associated with statistically significantly higher reading comprehension scores compared with the video group (p = 0.03). Second, Wilcoxon signed‐rank tests showed that the VR treatment elicited statistically significantly higher levels of motivation (p ≤ 0.0001) and sense of presence (p ≤ 0.0001). Cognitive load was not significantly different between the groups (p = 0.22). Our main implication is that VR can be beneficial for reading practice. Practitioner notesWhat is already known about this topic High‐immersion virtual reality (VR) is engaging and motivational.Engaging students to practice reading is important.Research on practicing reading in VR has received little attention.What this paper adds It examines the effectiveness of using VR for practicing reading.It shows that VR enhances motivation and the sense of presence when reading.Students report equal levels of cognitive load while reading subtitles in VR and reading subtitles in videos.Implications for practice and/or policy Our main implication is that VR can be beneficial for reading practice.VR could be used as a motivational tool to engage students in reading activities. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
23. Tarih Öğretimine Yönelik Sanal Gerçeklik Uygulamasının Geliştirilmesi ve Değerlendirilmesi.
- Author
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Narin, Hüseyin, Akpınar, Ercan, and Özbaş, Banu Çulha
- Abstract
Copyright of Buca Faculty of Education Journal / Buca Egitim Fakültesi Dergisi is the property of Buca Faculty of Education Journal and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
24. Exploring an Extended Conception of Grief: Sense of Presence and Grief Reactions in German Widows.
- Author
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Wittkowski, Joachim and Scheuchenpflug, Rainer
- Subjects
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GRIEF , *POSITIVE psychology , *EMPATHY , *LOSS (Psychology) , *WIDOWHOOD , *SPOUSES , *SURVEYS , *QUALITATIVE research , *INTERPERSONAL relations , *MENTAL depression , *QUESTIONNAIRES , *DESCRIPTIVE statistics , *STATISTICAL correlation , *BEREAVEMENT , *ATTITUDES toward death , *PSYCHOTHERAPY - Abstract
This study explores sense of presence (SOP) as an important feature of continuing bonds (CB) in the context of normal grief. A community sample of widows (N = 51) filled in a multidimensional grief questionnaire and a depression scale. A moderate positive association between sensing the deceased husband´s presence and cognitive and emotional impairments emerged. A positive relationship between SOP and guilt was found only if the influence of religiosity was controlled for statistically. There were no significant associations of SOP with long-lasting positive reactions to loss, such as personal growth and increase in sensitivity for others. Widows with clinically relevant depression indicated a stronger SOP than those with lower depression scores. These differentiated findings may stimulate the elaboration of an extended conception of grief beyond the focus on clinically relevant impairments [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
- View/download PDF
25. 元宇宙背景下服装场景特性对购买意愿的影响研究 ———基于感知价值与临场感的中介效应.
- Author
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谭孝勤 and 李沛
- Abstract
With the introduction of the metaverse concept, the possible production capacity of the metaverse has made many enterprises actively invest in this field(such as Meta, Microsoft and Tencent). The spatial expansion of the metaverse can create a digital space that transcends reality, and may create richer and more imaginative scenes than reality. The reconstruction capability of metaverse scenes can enable users to build digital virtual scenes based on real scenes and further reshape the value of the traditional physical world scene. The reconstruction of the metaverse may become an important engine to promote the integration of the digital world and the real world. And it will also bring infinite possibilities for the development of the clothing industry. However, the current metaverse is still in the early stage of development, and the enterprises’ understanding of the metaverse scene marketing is also still at the basic level. It is not clear from which direction to build the metaverse scene, and it may occur that the digital image launched by enterprises is different from consumers’ expectations, which may result in a low business conversion rate. Therefore, clarifying the dimension of the characteristics of metaverse scenes is helpful to build metaverse scenes and formulate marketing strategies for clothing enterprises, meet the needs of consumers in the metaverse era, and improve consumers’ purchase intention.This study analyzed and summarized the ways of the participation of some garment enterprises in the metaverse and looked back the previous researchers’ dimensional research on the scene characteristics. Then, this study extracted the four dimensions of the clothing scene characteristics, including scene dependence, information accuracy, social interaction and scene entertainment. This paper took perceived value and sense of presence as intermediary variables, and established a model of the influence of clothing scene characteristics on consumers’ purchase intention in the context of metaverse. Scene dependence, information accuracy, social interaction and scene entertainment were considered as independent variables, perceived value and sense of presence as intermediary variables, and purchase intention as the dependent variable to explore the relationship between them. The innovation point of this study is that it systematically and clearly divides the dimensions of clothing scene characteristic under the background of metaverse, which provides specific starting points for the scene marketing of clothing enterprises in the field of metaverse. Furthermore, it empirically tests the influence of scene characteristics on consumers’ purchase intention and enriches the research on the scene characteristics of the metaverse. SPSS and AMOS structure equation model are adopted for analyzing, and the result demonstrates that scene dependence, information precision, social interaction and scene entertainment all have positive influence on consumers’ purchase intention. Besides, consumers’ perceived value and sense of presence play an intermediary role between clothing scene characteristics and consumers’ purchase intention, and the intermediary effect of perceived value is stronger than sense of presence.In future research, we can consider deeply exploring the dimension of clothing scene characteristic by expanding the scope of literature or interview, so as to make the scene characteristic dimension more comprehensive and perfect. In addition, we can think about whether there are other variables(such as perceived risk, and perceived ease of use) that will affect consumers through the characteristics of the clothing scene. In the future, in-depth research can be continued to enrich the model. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
26. The Use of Sense of Presence in Studies on Human Behavior in Virtual Environments: A Systematic Review.
- Author
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Barranco Merino, Robi, Higuera-Trujillo, Juan Luis, and Llinares Millán, Carmen
- Subjects
HUMAN behavior ,HUMAN experimentation ,ENVIRONMENTAL psychology ,BEHAVIORAL research ,BUILT environment ,VIRTUAL reality - Abstract
Sense of presence is a key element of the user experience in the study of virtual environments. Understanding it is essential for disciplines, such as architecture and environmental psychology, that study human responses using simulated environments. More evidence is needed on how to optimize spatial presence in simulations of built environments. A systematic review was conducted to define the use of sense of presence in research on human behavior in virtual spaces. Conceptualized dimensions, measurement methodologies, simulation technologies and associated factors were identified. The study identified a diversity of approaches and the predominance of subjective measures over sense of presence indicators. Several studies noted that environmental variables and spatial typologies had significant effects on presence. The results showed that different user profiles responded to stimuli in different ways. The results emphasized the importance of conceiving the construct in interrelation with the built context. A more comprehensive and multidisciplinary orientation is required to identify principles that optimize the spatial experience in virtual environments. This will be important for disciplines that research the human experience using virtual environments. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
27. Virtual Reality as Anxiety Management Tool.
- Author
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Berberyan, Asya S., Berberyan, Hermine S., and Alsina-Jurnet, Ivan
- Subjects
- *
VIRTUAL reality , *MENTAL health services , *MENTAL illness , *PERFORMANCE anxiety , *EMOTIONAL state , *ANXIETY - Abstract
Virtual Reality technologies have been established as an effective tool for the treatment of a variety of mental health disorders. Despite those positive results, it remains unclear whether these findings can generalize to the healthy population. In the current study, we assessed to what degree a virtual scenario consisting of a tropical beach can be successfully applied for the reduction of state anxiety and negative mood in healthy individuals. The study was performed on 50 volunteers aged 18 to 45 that were individually exposed to virtual reality. Before and after the virtual reality session, the emotional state of the participants was measured through questionnaires. Using linear mixed effect models, we obtained evidence for the effectivity of a single virtual reality session for negative state reduction, namely, we observed a decrease in state anxiety and negative mood. Additionally, a positive mood of participants increased after the session, however, no statistical evidence was obtained. The results confirm our hypothesis that state anxiety and negative mood can be decreased using a low-cost virtual reality device. Based on our findings, we suggest that virtual scenarios can improve the emotional well-being and the quality of life of the general population. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
28. The application of Metaverse XiRang game in the mixed teaching of art and Design in Colleges and Universities.
- Author
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Jin, Yang and Tiejun, Zhu
- Subjects
DESIGN education ,SHARED virtual environments ,TECHNOLOGICAL innovations ,EPIDEMICS ,ORGANIZATION management - Abstract
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and research on the learning mode of its courses show that traditional teaching can hardly bring good experience to students, which is manifested in the following aspects: the lack of "presence" in online learning caused by epidemic situation, resulting in weak display of teaching effect, and unreasonable organization of group learning in the course. Therefore, in view of these problems, this paper puts forward three paths about the innovative application of art design courses by using the teaching strategy of Xirang games, namely, interaction on the same screen and presence experience, interaction between real individuals and virtual images, and division of cooperative learning interest groups. At last, by using the research methods of semi-structured interview, eye movement experiment and scale, it is concluded that virtual game learning plays an active role in promoting the teaching reform in colleges and universities, stimulating learners to develop higher-order thinking abilities such as creativity and criticism, solving the problems of traditional teaching, and promoting learners to move from "outside the teaching scene" to "inside the teaching scene" and from "outside the knowledge" to "inside the knowledge", which leads to a new teaching direction for the future teaching mode. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
29. Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load
- Author
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Sebastian Oltedal Thorp, Lars Morten Rimol, Simon Lervik, Hallvard Røe Evensmoen, and Simone Grassini
- Subjects
immersion ,sense of presence ,performance ,simulation sickness ,cognitive load ,cybersickness ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
This study investigates the effects of immersion on spatial ability in virtual reality (VR) and the influence of sense of presence, simulation sickness, and cognitive load. Participants performed a spatial ability task using a head-mounted display in an immersive or non-immersive VR condition. Contrary to expectations, immersive VR did not enhance spatial performance compared to non-immersive VR. Interestingly, cognitive load was positively associated with spatial ability in immersive VR but negatively associated with it in non-immersive VR. A higher sense of presence was associated with increased spatial ability for both conditions. Predictably, simulation sickness negatively impacted spatial ability in the more immersive condition. Sense of presence and simulation sickness correlated in the immersive condition but not in the non-immersive condition, indicating the importance of immersion as a covariate. These findings highlight a complex interplay of factors in immersive environments, challenging existing assumptions and providing insights for designing spatial environments in immersive and non-immersive virtual environments.
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- 2024
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- View/download PDF
30. Theater practice and interpersonal synchronization behaviors: a pilot study comparing actors and non-actors
- Author
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Gabriele Sofia, Clément Mager, Lionel Brunel, and Anne-Sophie Noel
- Subjects
theater practice ,embodied cognition ,performing arts ,interpersonal synchronization ,entitativity ,sense of presence ,Neurosciences. Biological psychiatry. Neuropsychiatry ,RC321-571 - Abstract
Recent studies in the field of theater studies no longer view theater as an object, but rather as a dynamic relationship between actors and spectators. In an embodied and situated perspective of cognition, imagination emerges as a product of this dynamic. This study aims to investigate whether acting practice enhances someone’s abilities to set up an effective relationship with others and allows the individual to better manage not only the relationship itself, but also her/his own feelings and those of her/his partner. Eighty two healthy Italian adults, with no communication disorders, including 43 actors (Mage = 25.4; S.D. = 3.64) and 39 non-actors (Mage = 24.1 = S.D. = 4.17) completed a joint verbal production task named Random Sequence Generation (RSG) task. Initially, participants performed the task individually. Subsequently, in a second phase, they worked in pairs with another participant, taking turns to contribute to a shared sequence. Pairings were predetermined to ensure a balanced mix of actors and non-actors, and to prevent participants from having prior relationships. Following the task, subjects were queried about their sense of presence, and, their perception of entitativity with their partner. We observed a replication of previous studies, showing higher RSG scores and reduced repetition in the paired condition, indicative of coupling and synchronization behavior. Within pairs, the level of the sense of presence of both partners was positively correlated. Furthermore, an interaction effect between the sense of presence and acting experience on the perception of entitativity was observed. Specifically, actors described perceived entitativity with their partners when their sense of presence was heightened, whereas non-actors experienced a decrease in perceived entitativity with their partners under similar circumstances. We discuss the results and limitations of the study, suggesting the effect of artistic practice on the development of a sort of dual-task ability which enables actors to organize their sensations and actions while sustaining a meaningful connection with others. This research represents an interdisciplinary collaboration between theater studies and cognitive sciences, highlighting the value of a multidisciplinary approach to research.
- Published
- 2024
- Full Text
- View/download PDF
31. Using Extended Reality to Study the Experience of Presence
- Author
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Suzuki, Keisuke, Mariola, Alberto, Schwartzman, David J., Seth, Anil K., Geyer, Mark A., Series Editor, Marsden, Charles A., Series Editor, Ellenbroek, Bart A., Series Editor, Barnes, Thomas R. E., Series Editor, Andersen, Susan L., Series Editor, Paulus, Martin P., Series Editor, Olivier, Jocelien, Series Editor, Maymon, Christopher, editor, Grimshaw, Gina, editor, and Wu, Ying Choon, editor
- Published
- 2023
- Full Text
- View/download PDF
32. Investigating the Use of Machine Learning Methods for Levels of Sense of Presence Classification Based on Eye Tracking Data
- Author
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Pannattee, Peerawat, Shimada, Shogo, Yem, Vibol, Nishiuchi, Nobuyuki, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Saeed, Khalid, editor, Dvorský, Jiří, editor, Nishiuchi, Nobuyuki, editor, and Fukumoto, Makoto, editor
- Published
- 2023
- Full Text
- View/download PDF
33. Emotions and 'Sense of Presence' in the Psycho-Verse: Psychological Support for Breast Cancer Survivors in the Metaverse
- Author
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Durosini, Ilaria, Strika, Milija, Pizzoli, Silvia Francesca Maria, Pravettoni, Gabriella, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
- Published
- 2023
- Full Text
- View/download PDF
34. Being Elsewhere: An Information Architecture Approach to the Design of a Sense of Presence in XR Environments
- Author
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Resmini, Andrea, Lindenfalk, Bertil, Jauhiainen, Jussi, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Kurosu, Masaaki, editor, and Hashizume, Ayako, editor
- Published
- 2023
- Full Text
- View/download PDF
35. Virtual Reality as Anxiety Management Tool
- Author
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Asya Berberyan, Hermine Berberyan, and Ivan Alsina-Jurnet
- Subjects
virtual reality ,natural scenarios ,state anxiety ,negative and positive mood ,sense of presence ,Education (General) ,L7-991 ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
Virtual Reality technologies have been established as an effective tool for the treatment of a variety of mental health disorders. Despite those positive results, it remains unclear whether these findings can generalize to the healthy population. In the current study, we assessed to what degree a virtual scenario consisting of a tropical beach can be successfully applied for the reduction of state anxiety and negative mood in healthy individuals. The study was performed on 50 volunteers aged 18 to 45 that were individually exposed to virtual reality. Before and after the virtual reality session, the emotional state of the participants was measured through questionnaires. Using linear mixed effect models, we obtained evidence for the effectivity of a single virtual reality session for negative state reduction, namely, we observed a decrease in state anxiety and negative mood. Additionally, a positive mood of participants increased after the session, however, no statistical evidence was obtained. The results confirm our hypothesis that state anxiety and negative mood can be decreased using a low-cost virtual reality device. Based on our findings, we suggest that virtual scenarios can improve the emotional well-being and the quality of life of the general population.
- Published
- 2023
- Full Text
- View/download PDF
36. The effect of Surround sound on embodiment and sense of presence in cinematic experience: a behavioral and HD-EEG study.
- Author
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Langiulli, Nunzio, Calbi, Marta, Sbravatti, Valerio, Umiltà, Maria Alessandra, and Gallese, Vittorio
- Subjects
SOUND recording & reproducing ,VIRTUAL reality ,SOUND systems ,SENSES ,ELECTROENCEPHALOGRAPHY - Abstract
Although many studies have investigated spectators' cinematic experience, only a few of them explored the neurophysiological correlates of the sense of presence evoked by the spatial characteristics of audio delivery devices. Nevertheless, nowadays both the industrial and the consumer markets have been saturated by some forms of spatial audio format that enrich the audio-visual cinematic experience, reducing the gap between the real and the digitally mediated world. The increase in the immersive capabilities corresponds to the instauration of both the sense of presence and the psychological sense of being in the virtual environment and also embodied simulation mechanisms. While it is well-known that these mechanisms can be activated in the real world, it is hypothesized that they may be elicited even in a virtual acoustic spatial environment and could be modulated by the acoustic spatialization cues reproduced by sound systems. Hence, the present study aims to investigate the neural basis of the sense of presence evoked by different forms of mediation by testing different acoustic space sound delivery (Presentation modes: Monophonic, Stereo, and Surround). To these aims, a behavioral investigation and a high-density electroencephalographic (HD-EEG) study have been developed. A large set of ecological and heterogeneous stimuli extracted from feature films were used. Furthermore, participants were selected following the generalized listener selection procedure. We found a significantly higher event-related desynchronization (ERD) in the Surround Presentation mode when compared to the Monophonic Presentation mode both in Alpha and Low-Beta centro-parietal clusters. We discuss this result as an index of embodied simulation mechanisms that could be considered as a possible neurophysiological correlation of the instauration of the sense of presence. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
37. Sensed Presence, Attenuated Psychosis, and Transliminality: At the Threshold of Consciousness.
- Author
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Rosen, Cherise, Park, Sohee, Baxter, Tatiana, Tufano, Michele, and Giersch, Anne
- Subjects
- *
PEARSON correlation (Statistics) , *CONSCIOUSNESS , *PSYCHOSES , *PSYCHOLOGICAL distress , *CLUSTER analysis (Statistics) - Abstract
Introduction: The experience of "sensed presence" or "felt presence" in the absence of "other" has been described as a complex multimodal experience to which meaning is given. Sensed presence (SenP) is a transdiagnostic experience that exists along a continuum that can appear during isolation, spirit quests, exposure to extreme elements, bereavement, anxiety, and psychosis. Given the prevalence and vast heterogeneity of SenP, in addition to a surprising lack of targeted research into this phenomenon, this research examined the interrelationship of SenP, attenuated psychosis symptoms (APS), and transliminality. Transliminality is composed of absorption, fantasy proneness, paranormal belief, mystical experiences, increased creativity, and hyperaesthesia. Methods: A completely anonymous online survey of unusual experiences and mental health was distributed via social media (i.e., Twitter, Facebook, Reddit, and mass emailing lists) to recruit participants. Demographic data were analyzed using χ2 tests and one-way ANOVAs. A two-step cluster analysis was conducted to identify distinct sub-categories of transliminality followed by ANOVAs with bootstrapping at 1,000 iterations to compare SenP, increased APS, and transliminality. Pearson's bivariate correlations were conducted to determine the association between SenP, APS, and transliminality. Results: Together with descriptive findings, we show distinct characteristics between clusters. T1 cluster consisted of individuals with few SenP experiences, low APS, and low transliminality. T2 consisted of individuals with a moderate prevalence of SenP, low APS, moderate transliminality, and increased overall feeling of closeness to G-d. There was no significant difference in APS between T1 and T2 or in the level of distress associated with APS. T3 individuals showed a significantly higher prevalence of SenP in all domains (frequency, distress, vividness, and total score), higher APS, and higher transliminality, compared to T1 and T2. The T3 cluster met criteria for high risk to develop psychosis. Conclusion: Thus, our findings demonstrate a strong association and entanglement of these experiences which suggests that the interrelatedness of transliminality/absorption and APS may serve as a potentially provocative underlying structure in the phenomenology of SenP. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
38. When TikTok meets celebrity: an investigation of how celebrity attachment influences visit intention.
- Author
-
Zhu, Chris, Fong, Lawrence Hoc Nang, Gao, Huicai, and Liu, Christy Ying Ni
- Subjects
INTERNET celebrities ,FAME ,TELEPRESENCE ,INTENTION ,TOURIST attractions - Abstract
Considering the rapid development of TikTok short videos combining celebrities and tourist destinations, this study aims to examine how attachment to TikTok celebrities enhances visit intention. Presence theory (Sense of Presence and Telepresence) was applied to construct the theoretical framework. 276 survey data were collected from respondents who had watched TikTok-Chengdu celebrity travel videos but had not visited Chengdu, China. Results indicated that celebrity attachment positively predicts sense of presence and telepresence. Furthermore, sense of presence and telepresence positively predict tourist enjoyment, and telepresence has a greater impact. Moreover, tourist enjoyment positively predicts their intention to visit Chengdu. Theoretical and managerial contributions are presented. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
39. A comparison study on self-regulation and sense of presence in online learning: a meta-analytic review
- Author
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Beik, Ahrong
- Published
- 2024
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- View/download PDF
40. Generation Z’s response to the virtual reality advertising in China
- Author
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Yu, Bin and Fan, Fei
- Published
- 2023
- Full Text
- View/download PDF
41. Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence
- Author
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Arthur Maneuvrier, Ngoc-Doan-Trang Nguyen, and Patrice Renaud
- Subjects
motion sickness ,virtual reality ,field-dependence ,sense of presence ,eyes-hand coordination ,kinetosis ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
Introduction: This exploratory study aims to participate in the development of the VR framework by focusing on the issue of cybersickness. The main objective is to explore the possibilities of predicting cybersickness using i) field dependence-independence measures and ii) head rotations data through automatic analyses. The second objective is to assess the impact of cybersickness on visuomotor performance.Methods: 40 participants completed a 13.5-min VR immersion in a first-person shooter game. Head rotations were analyzed in both their spatial (coefficients of variations) and temporal dimensions (detrended fluctuations analyses). Exploratory correlations, linear regressions and clusters comparison (unsupervised machine learning) analyses were performed to explain cybersickness and visuomotor performance. Traditional VR human factors (sense of presence, state of flow, video game experience, age) were also integrated.Results: Results suggest that field dependence-independence measured before exposure to VR explain ¼ of the variance of cybersickness, while the Disorientation scale of the Simulator Sickness Questionnaire predicts 16.3% of the visuomotor performance. In addition, automatic analyses of head rotations during immersion revealed two different clusters of participants, one of them reporting more cybersickness than the other.Discussion: These results are discussed in terms of sensory integration and a diminution of head rotations as an avoidance behavior of negative symptoms. This study suggests that measuring field dependence-independence using the (Virtual) Rod and Frame Test before immersion and tracking head rotations using internal sensors during immersion might serve as powerful tools for VR actors.
- Published
- 2023
- Full Text
- View/download PDF
42. The effect of Surround sound on embodiment and sense of presence in cinematic experience: a behavioral and HD-EEG study
- Author
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Nunzio Langiulli, Marta Calbi, Valerio Sbravatti, Maria Alessandra Umiltà, and Vittorio Gallese
- Subjects
HD-EEG ,sense of presence ,Surround sound ,spatial audio ,Alpha ,Beta ,Neurosciences. Biological psychiatry. Neuropsychiatry ,RC321-571 - Abstract
Although many studies have investigated spectators' cinematic experience, only a few of them explored the neurophysiological correlates of the sense of presence evoked by the spatial characteristics of audio delivery devices. Nevertheless, nowadays both the industrial and the consumer markets have been saturated by some forms of spatial audio format that enrich the audio-visual cinematic experience, reducing the gap between the real and the digitally mediated world. The increase in the immersive capabilities corresponds to the instauration of both the sense of presence and the psychological sense of being in the virtual environment and also embodied simulation mechanisms. While it is well-known that these mechanisms can be activated in the real world, it is hypothesized that they may be elicited even in a virtual acoustic spatial environment and could be modulated by the acoustic spatialization cues reproduced by sound systems. Hence, the present study aims to investigate the neural basis of the sense of presence evoked by different forms of mediation by testing different acoustic space sound delivery (Presentation modes: Monophonic, Stereo, and Surround). To these aims, a behavioral investigation and a high-density electroencephalographic (HD-EEG) study have been developed. A large set of ecological and heterogeneous stimuli extracted from feature films were used. Furthermore, participants were selected following the generalized listener selection procedure. We found a significantly higher event-related desynchronization (ERD) in the Surround Presentation mode when compared to the Monophonic Presentation mode both in Alpha and Low-Beta centro-parietal clusters. We discuss this result as an index of embodied simulation mechanisms that could be considered as a possible neurophysiological correlation of the instauration of the sense of presence.
- Published
- 2023
- Full Text
- View/download PDF
43. 360º AUDIOVISUAL JOURNALISM: a study on user perceptions of sense of presence and credibility.
- Author
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SOUZA LIMA, LUCIELLEN and OLIVEIRA BARBOSA, SUZANA
- Subjects
VIRTUAL reality ,JOURNALISM ,ORGANIZATIONAL transparency ,HIGH technology ,SENSES - Abstract
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- Published
- 2023
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- View/download PDF
44. 36‐1: 360‐degree Transparent Light Field Display with Highly‐Directional Holographic Screens for Fully Volumetric 3D Video Experience.
- Author
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Nakamura, Tomoharu, Imai, Yuriko, Yoshimizu, Yuta, Kuramoto, Koji, Kato, Noriyuki, Suzuki, Hiroshi, Nakahata, Yuji, and Nomoto, Kazumasa
- Subjects
HOLOGRAPHIC displays ,VIDEO compression ,VIDEOS ,OPTICAL elements ,PROJECTORS ,OCCLUSION (Chemistry) - Abstract
We have developed a novel 360‐degree transparent light field display with 120 viewpoints for fully volumetric 3D video experience. It was achieved by a rotating cylindrical transparent highly‐directional holographic screen and a high‐frame‐rate projector. It enables multiple people to simultaneously view bright and occlusion‐capable volumetric images from any direction. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
45. Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort.
- Author
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Maneuvrier, A., Ceyte, H., Renaud, P., Morello, R., Fleury, P., and Decker, L. M.
- Subjects
CONTROL (Psychology) ,NEUROPSYCHOLOGICAL tests ,WISCONSIN Card Sorting Test ,EXECUTIVE function ,FACTOR analysis ,SIMULATOR sickness - Abstract
This study aimed to compare a neuropsychological test tapping into executive control function, the Wisconsin Card Sorting Test (WCST), performed in either traditional paper-and-pencil (PP) or virtual reality (VR) modality, and to determine the role of human factors (i.e., sense of presence, cybersickness, field (in)dependence and video game experience) as contributors to performance and perceived mental effort. Indeed, if virtual assessment might bring the ecological dimension to controlled laboratory research, it is often suggested that human factors might bias performance. WCST performance and its associated perceived mental effort were compared between the two modalities (N = 107). In the VR modality (N = 52), a correlation matrix was conducted as well as a cluster analysis in order to build two experimental groups, or profiles, based on their subjective experience of VR. WCST performance and perceived mental effort were then compared between these two groups while controlling for age and education. Results outlined a similar WCST performance and perceived mental effort between the PP and VR modalities. However, when comparing the two VR groups, results suggest that an unfavorable profile for VR, i.e., less sense of presence, more cybersickness, more visual field dependence and less video game experience, is associated with greater perceived mental effort. These experimental findings enable outlining a new conceptual and methodological framework for the assessment of executive control task performance in VR. Results could help users to take human factors into consideration in order to fully exploit or predict the benefits of this tool. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
46. Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention
- Author
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Shuchih Ernest Chang and Ching Yu
- Subjects
Live-streaming shopping ,gamification ,reward ,competition ,customer engagement ,sense of presence ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
As a new form of social commerce, live-streaming shopping (LSS) provides customers with vivid real-time communication/interaction. However, there is limited research investigating the impacts of gamification in LSS. Thus, this study explores the relationships between gamification, customers’ engagement and purchase intention in LSS. A research model is formulated, and a questionnaire-based online survey is administrated to LSS viewers for empirically validating the model. Through the analysis of 272 collected questionnaires by using SPSS and AMOS, this study shows that gamification elements (including reward and competition) can enhance customers’ engagement (comprising sense of presence and immersion) and purchase intention. Moreover, sense of presence significantly mediates the indirect effects of reward and competition on purchase intention, but immersion does not mediate such effects. Stores and brands can design LSS programs with reward and competition to enhance customers’ sense of presence, immersion and purchase intention. Strategically, they should focus more on presence than immersion to better achieve their goals of LSS.
- Published
- 2023
- Full Text
- View/download PDF
47. The Sense of 'Being There' in Higher Indonesian Distance Learning : Students’ Perspectives
- Author
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Suharno, Suharno, Suherdi, Didi, Gunawan, Wawan, Striełkowski, Wadim, Editor-in-Chief, Black, Jessica M., Series Editor, Butterfield, Stephen A., Series Editor, Chang, Chi-Cheng, Series Editor, Cheng, Jiuqing, Series Editor, Dumanig, Francisco Perlas, Series Editor, Al-Mabuk, Radhi, Series Editor, Scheper-Hughes, Nancy, Series Editor, Urban, Mathias, Series Editor, Webb, Stephen, Series Editor, Haristiani, Nuria, editor, Yulianeta, Yulianeta, editor, Wirza, Yanty, editor, Gunawan, Wawan, editor, Danuwijaya, Ari Arifin, editor, Kurniawan, Eri, editor, Darmawangsa, Dante, editor, Suharno, Suharno, editor, Nafisah, Nia, editor, Imperiani, Ernie Diyahkusumaning Ayu, editor, Lubis, Arif Husein, editor, Hermawan, Budi, editor, and Fauzy, Eka Rahmat, editor
- Published
- 2022
- Full Text
- View/download PDF
48. Facilitated Tabletop Games in a Mediated Environment
- Author
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Rot, Harmen aan het, Kortmann, Rens, Verbraeck, Alexander, de Vries, Gerdien, Kooreman, May, de Bruin, Birgit, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Dhar, Upinder, editor, Dubey, Jigyasu, editor, Dumblekar, Vinod, editor, Meijer, Sebastiaan, editor, and Lukosch, Heide, editor
- Published
- 2022
- Full Text
- View/download PDF
49. Is It Real? – Learners’ Perceptions on Tele-Immersive 3D Video Technology and Its Further Use in K-12 Education
- Author
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Rötkönen, Erkki, Suero Montero, Calkin, Pope, Nicolas, Sutinen, Erkki, Rannenberg, Kai, Editor-in-Chief, Soares Barbosa, Luís, Editorial Board Member, Goedicke, Michael, Editorial Board Member, Tatnall, Arthur, Editorial Board Member, Neuhold, Erich J., Editorial Board Member, Stiller, Burkhard, Editorial Board Member, Tröltzsch, Fredi, Editorial Board Member, Pries-Heje, Jan, Editorial Board Member, Kreps, David, Editorial Board Member, Reis, Ricardo, Editorial Board Member, Furnell, Steven, Editorial Board Member, Mercier-Laurent, Eunika, Editorial Board Member, Winckler, Marco, Editorial Board Member, Malaka, Rainer, Editorial Board Member, Passey, Don, editor, Leahy, Denise, editor, Williams, Lawrence, editor, Holvikivi, Jaana, editor, and Ruohonen, Mikko, editor
- Published
- 2022
- Full Text
- View/download PDF
50. Sense of Presence in VR Mobile Application
- Author
-
Krzeszewska, Urszula, Poniszewska-Marańda, Aneta, Ochelska-Mierzejewska, Joanna, van der Aalst, Wil, Series Editor, Mylopoulos, John, Series Editor, Ram, Sudha, Series Editor, Rosemann, Michael, Series Editor, Szyperski, Clemens, Series Editor, Themistocleous, Marinos, editor, and Papadaki, Maria, editor
- Published
- 2022
- Full Text
- View/download PDF
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