VR Interface Design for Children's Products and Chinese Consumerism: A Concept Paper DOI Open Access
Yefei Li,

Fauzi Naeim

International Journal of Academic Research in Business and Social Sciences, Journal Year: 2023, Volume and Issue: 13(10)

Published: Oct. 27, 2023

The potential of smart technologies like virtual reality (VR) in developing products for children remains underexplored. This concept paper explores the possibility using VR to develop engaging toys and other gadgets that provide immersive experiences young consumers China. justifications inspirations conceptual framework proposed this study are based on previous literature. Basic design considerations include interactivity, spatial interface, perceived product characteristics, their collaborative effect consumer purchase decisions. Based studies, factors identified as consumers' intention influencers. recommends contemporary determinants decisions, highlighting importance attributes association with behavior context Chinese gaming. practical applications discussed well, future usage recommended model could result important theoretical implications.

Language: Английский

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape DOI Creative Commons
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke

et al.

Published: May 11, 2024

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body research explores XR exergames, no previous review has structured this rapidly expanding landscape. We conducted scoping current state exergame (i) provide overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction medical databases, we ultimately included 186 our analysis. quantitative qualitative summary research, showing trends potential future considerations. Finally, taxonomy help design methodological investigation reporting.

Language: Английский

Citations

16

Creating an Immersive Virtual-Reality Space for Multiuser Synchronous Co-Located Collaboration: Design Considerations and Influencing Factors DOI Open Access
Qinna Feng, Heng Luo, Zijian Li

et al.

Published: Feb. 7, 2024

The last decade has witnessed rapid development of immersive virtual reality (IVR) and its application in various contexts. However, supporting real-time collaboration been quite rare due to technical barriers the lack validated design principles. To address this research gap, study designed developed an IVR space enable multi-user synchronous co-located collaboration. An evaluation (N = 95) was conducted explore useful considerations influencing factors for experience. enabled by simultaneous localization mapping (SLAM)-based inside-out tracking technique informed four essential promoting effective IVR, namely, role script, learning task, mechanism, communication design. results revealed that students general were satisfied with their experience social presence competency as significant predictors collective efficacy Based on both quantitative qualitative results, proposes principles designing spaces support

Language: Английский

Citations

5

Creating an Immersive Virtual Reality Game Space for Multiuser, Synchronous Co-Located Collaboration: Design Considerations and Influencing Factors DOI Creative Commons
Qinna Feng, Heng Luo, Zijian Li

et al.

Applied Sciences, Journal Year: 2024, Volume and Issue: 14(5), P. 2167 - 2167

Published: March 5, 2024

The last decade has witnessed the rapid development of immersive virtual reality (IVR) and its application in various contexts. However, supporting real-time collaboration been quite rare due to technical barriers lack validated design principles. To address this research gap, study designed developed an IVR space enable multiuser synchronous co-located complete a fantasy game. An evaluation (N = 95) was conducted explore useful considerations influencing factors for experience enabled by simultaneous localization mapping (SLAM)-based inside-out tracking technique informed four essential promoting effective IVR, namely, role script, learning task, mechanism, communication design. results revealed that students general were satisfied with their social presence competency as significant predictors collective efficacy experience. Based on both quantitative qualitative results, proposes principles designing spaces support collaboration.

Language: Английский

Citations

4

PIXEL SWORD TALE ANDROID: PENDEKATAN GAMIFIKASI UNTUK MENINGKATKAN KETERLIBATAN PEMAIN DOI Creative Commons

Apriano Iska,

Muhammad Sayyid Zikri,

Linda Fujiyanti

et al.

Technologia Jurnal Ilmiah, Journal Year: 2025, Volume and Issue: 16(1), P. 133 - 133

Published: Jan. 1, 2025

Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis grafis pixel art bernama "Sword Tale" yang menggabungkan elemen hiburan, narasi interaktif, pembelajaran matematika. dilakukan menggunakan metode deskriptif dengan pendekatan Game Development Life Cycle (GDLC), mencakup tahap inisiasi, pra-produksi, produksi, pengujian, rilis. Pengembangan perangkat lunak Unity Engine Aseprite menciptakan aset visual serta mekanisme permainan mendukung eksplorasi dua arah. Pengujian alpha beta memastikan fungsionalitas mengukur tingkat kepuasan pengguna melalui System Usability Scale (SUS). Hasil pengujian menunjukkan kelayakan sebesar 81,65%, termasuk dalam kategori sangat baik, responden mayoritas menyatakan menarik secara visual, mudah dimainkan, edukatif. Tantangan utama meliputi penyederhanaan panduan peningkatan visualisasi dialog. Temuan penelitian bahwa integrasi dapat meningkatkan pengalaman belajar menyenangkan imersif. diharapkan menjadi acuan bagi pengembang edukatif inovatif relevan konteks budaya lokal Indonesia.

Citations

0

Deliberating Effects of Sedentary Lifestyle on Young Adults: A Review of Literature DOI Creative Commons

Hira Iqrar,

Maham Mohsin,

Vaneeza Ahmad

et al.

Pakistan BioMedical Journal, Journal Year: 2025, Volume and Issue: unknown, P. 02 - 07

Published: Feb. 28, 2025

The term sedentary behavior means "any activity that occurs during the day involves sitting, laying, or reclining requires less energy than equal to 1.5 metabolic equivalents (METs)." Six more hours a of sitting lying down combined with little no physical exercise daily activities define lifestyle. According international guidelines, adults should perform at least 150 minutes moderately vigorous each week, which equates 30 minutes/day for five days/week. Adults also require 2 days muscle strengthening every week. About one-third over age 15 worldwide suffer from poor health due inadequate activity. Negative effects behaviors include risk stroke, cancer, high cholesterol, blood pressure, cardiovascular disease, obesity, diabetes mellitus, osteoporosis and depression. Short bursts inactivity paired irregular contribute improved wellbeing.

Language: Английский

Citations

0

The Role of Video Game Narratives in Educational Engagement DOI
Pedro Neves Rito

IGI Global eBooks, Journal Year: 2025, Volume and Issue: unknown, P. 267 - 298

Published: April 4, 2025

This chapter examines the transformative role of video game narratives in enhancing educational engagement. By combining storytelling, interactivity, and immersive technologies, games shift education from teacher-centered to learner-focused environments. These elements motivate students, foster critical thinking, create meaningful connections with academic content. Narratives within amplify engagement support skill development, though aligning storytelling pedagogical objectives remains challenging. Advances digital tools, such as virtual reality artificial intelligence, expand potential games, offering personalized inclusive learning experiences. While concerns about risks like violence addiction persist, this underscores importance collaboration bridge gap between design goals. It provides insights into creating narrative-rich that balance motivation, engagement, outcomes, addressing evolving demands modern education.

Language: Английский

Citations

0

Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–12 DOI

Chandler A. Godfrey,

Jennifer Flynn Oody,

Scott A. Conger

et al.

Games for Health Journal, Journal Year: 2024, Volume and Issue: unknown

Published: Aug. 2, 2024

Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) virtual reality (VR) exergaming in youth, (2) compare physical activity intensity VR gaming moderate-intensity thresholds, (3) game experience cybersickness gaming, compared with traditional gaming.

Language: Английский

Citations

3

The Virtual Reality in Your Head: How Immersion and Mental Imagery Are Connected to Knowledge Retention DOI
Alex Barrett, Nuodi Zhang, Shiyao Wei

et al.

Educational Psychology Review, Journal Year: 2025, Volume and Issue: 37(1)

Published: Jan. 24, 2025

Language: Английский

Citations

0

TravelGalleria: Supporting Remembrance and Reflection of Travel Experiences through Digital Storytelling in Virtual Reality DOI

Michael Yin,

Robert Xiao

Published: April 24, 2025

Language: Английский

Citations

0

Factors Associated with College Students’ Human Papillomavirus (HPV) Vaccination and Preferred Strategies for Catch-Up Vaccine Promotion: A Mixed-Methods Study DOI Creative Commons
Seok Won Jin, Yeonggeul Lee, Sohye Lee

et al.

Vaccines, Journal Year: 2023, Volume and Issue: 11(6), P. 1124 - 1124

Published: June 20, 2023

Human papillomavirus (HPV) vaccination protects against six types of cancer-cervical, anal, oropharyngeal, penile, vulvar, and vaginal. In the United States (U.S.), HPV coverage in college students remains low, especially Mid-South region, despite highest risk infections disease burden. However, few studies have assessed among here. This study examined factors associated with explored preferred strategies for promoting vaccination. A mixed-methods design comprising a cross-sectional, self-report online survey dyadic virtual interviews was conducted. Simple random sampling performed to recruit total 417 undergraduate aged 18-26 from March May 2021; convenience three sex-matched dyads (four female two male) undergraduates respondents who had not completed vaccine series 2021. Binary logistic regression analyses showed knowledge perceived barriers were contributing both male students, while risks hesitancy only students. Findings qualitative content analysis identified students' at multiple levels promotion, corroborating findings study. The provide implications that benefit development tailored interventions aimed facilitating catch-up region. There is an urgent need further research implementation effective address improve uptake this population.

Language: Английский

Citations

8