Intention to reuse AR-based apps: The combined role of the sense of immersion, product presence and perceived realism DOI

Mohamed Daassi,

Sana Debbabi

Information & Management, Год журнала: 2021, Номер 58(4), С. 103453 - 103453

Опубликована: Март 1, 2021

Язык: Английский

A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda DOI Creative Commons
Jaziar Radianti, Tim A. Majchrzak, Jennifer Fromm

и другие.

Computers & Education, Год журнала: 2019, Номер 147, С. 103778 - 103778

Опубликована: Дек. 9, 2019

Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential its application education has seen research interest lately. However, little systematic work currently exists on how researchers applied immersive for higher purposes that considers usage both high-end budget head-mounted displays (HMDs). Hence, we propose using mapping to identify design elements existing dedicated education. The reviewed articles were acquired by extracting key information from documents indexed four scientific digital libraries, which filtered systematically exclusion, inclusion, semi-automatic, manual methods. Our review emphasizes three points: current domain structure terms learning contents, elements, theories, as a foundation successful VR-based learning. was conducted between domains contents contents. analysis uncovered several gaps sphere—for instance, theories not often considered development assist guide toward outcomes. Furthermore, evaluation educational primarily focused usability apps instead outcomes mostly been part experimental rather than being regularly actual teaching. Nevertheless, seems be promising sphere this study identifies 18 domains, indicating better reception technology many disciplines. identified point unexplored regions education, could motivate future field.

Язык: Английский

Процитировано

2033

The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality DOI Creative Commons
Guido Makransky, Gustav Bøg Petersen

Educational Psychology Review, Год журнала: 2021, Номер 33(3), С. 937 - 958

Опубликована: Янв. 6, 2021

Abstract There has been a surge in interest and implementation of immersive virtual reality (IVR)-based lessons education training recently, which resulted many studies on the topic. are recent reviews summarize this research, but little work done that synthesizes existing findings into theoretical framework. The Cognitive Affective Model Immersive Learning (CAMIL) educational research to describe process learning IVR. general framework model suggests instructional methods based evidence from with less media generalize However, CAMIL builds interacts method. That is, certain facilitate affordances IVR specifically relevant medium. identifies presence agency as psychological IVR, describes how immersion, control factors, representational fidelity these affordances. six affective cognitive factors can lead IVR-based outcomes including interest, motivation, self-efficacy, embodiment, load, self-regulation. also factual, conceptual, procedural knowledge acquisition transfer. Implications for future design proposed.

Язык: Английский

Процитировано

584

Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: A meta‐analysis DOI
Bian Wu,

Xiaoxue Yu,

Xiaoqing Gu

и другие.

British Journal of Educational Technology, Год журнала: 2020, Номер 51(6), С. 1991 - 2005

Опубликована: Сен. 8, 2020

Abstract With the availability of low‐cost high‐quality head‐mounted displays (HMDs) since 2013, there is a growing body literature investigating impact immersive virtual reality (IVR) technology on education. This meta‐analysis aims to synthesize findings overall effects IVR using HMDs compared less desktop (DVR) and other traditional means instruction. A systematic search was carried out published between 2013 2019. Thirty‐five randomized controlled trials (RCTs) or quasi‐experimental studies were identified. We conducted an analysis random model (REM) calculate pooled effect size. The also coded examine moderating their characteristics, such as learner stage, learning domain, application type, testing format, control group treatment duration, outcome measure. results showed that more effective than non‐immersive approaches with small size ( ES = 0.24). key moderator have greater (a) K‐12 learners; (b) in fields science education specific abilities development; (c) when offering simulation world representations; (d) lectures real‐world practices. suggested can improve both knowledge skill development, maintain over time. Practitioner Notes What already known about this topic Head‐mounted been widely applied various disciplines across post‐secondary positive attitudes perceptions. produced mixed performance. paper adds Immersive critical factors implementation research design moderate development Implications for practice and/or policy HMD‐based appears be better complement approaches. Theory‐driven should incorporated guide teaching practice.

Язык: Английский

Процитировано

349

Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective DOI
Ersin Dincelli, Alper Yayla

The Journal of Strategic Information Systems, Год журнала: 2022, Номер 31(2), С. 101717 - 101717

Опубликована: Июнь 1, 2022

Язык: Английский

Процитировано

315

Metaverse for Healthcare: A Survey on Potential Applications, Challenges and Future Directions DOI Creative Commons
Rajeswari Chengoden, Nancy Victor, Thien Huynh‐The

и другие.

IEEE Access, Год журнала: 2023, Номер 11, С. 12765 - 12795

Опубликована: Янв. 1, 2023

The rapid progress in digitalization and automation have led to an accelerated growth healthcare, generating novel models that are creating new channels for rendering treatment at reduced cost. Metaverse is emerging technology the digital space which has huge potential enabling realistic experiences patients as well medical practitioners. a confluence of multiple technologies such artificial intelligence, virtual reality, augmented internet devices, robotics, quantum computing, etc. through directions providing quality healthcare services can be explored. amalgamation these ensures immersive, intimate personalized patient care. It also provides adaptive intelligent solutions eliminates barriers between providers receivers. This article comprehensive review emphasizing on state art, adopt applications, related projects. issues adaptation applications identified plausible highlighted part future research directions.

Язык: Английский

Процитировано

312

The challenges of entering the metaverse: An experiment on the effect of extended reality on workload DOI Creative Commons
Nannan Xi, Juan Chen, Filipe Gama

и другие.

Information Systems Frontiers, Год журнала: 2022, Номер unknown

Опубликована: Фев. 12, 2022

Abstract Information technologies exist to enable us either do things we have not done before or familiar more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it also may make mundate tasks effortless. Such increasingly facilitate our work, education, healthcare, consumption and entertainment; however, at the same time, metaverse bring a host challenges. Therefore, pose question whether XR technologies, specifically Augmented Reality (AR) Virtual (VR), increase decrease difficulties carrying out everyday tasks. In current study conducted 2 (AR: with vs. without) × (VR: between-subject experiment where participants faced shopping-related task (including navigating, movement, hand-interaction, information processing, searching, storing, decision making, simple calculation) examine proposed series hypotheses. The NASA Task Load Index (NASA-TLX) was used measure subjective workload when using an XR-mediated system including six sub-dimensions frustration, performance, effort, physical, mental, temporal demand . findings indicate that AR significantly associated overall workload, especially mental while VR had no significant effect on any sub-dimensions. There interaction between physical demand, workload. results imply resources cost operating realities are different higher than reality.

Язык: Английский

Процитировано

304

Effects of perceived interactivity of augmented reality on consumer responses: A mental imagery perspective DOI
Minjung Park, Jungmin Yoo

Journal of Retailing and Consumer Services, Год журнала: 2019, Номер 52, С. 101912 - 101912

Опубликована: Авг. 17, 2019

Язык: Английский

Процитировано

273

How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design DOI Creative Commons
Bingqing Shen,

Tan Wei-ming,

Jingzhi Guo

и другие.

Applied Sciences, Год журнала: 2021, Номер 11(23), С. 11087 - 11087

Опубликована: Ноя. 23, 2021

Virtual commerce applies immersive technology such as augmented reality and virtual into e-commerce to shift consumer perception from 2D product catalogs 3D spaces. In commerce, the alignment of application design paradigms factors influencing behavior is paramount promote purchase products services. The question their relation needs be answered, together with possible improvement design. This paper used a systematic literature review approach synthesize research on both research, considering promotion in settings. Throughout review, influential preeminent artifacts were identified. Then, gaps discovered by mapping factors, which can inspire future opportunities synergy these two directions. Moreover, evolution along multiple directions discussed, including suggestion meta-commerce trend.

Язык: Английский

Процитировано

273

Virtual reality consumer experience escapes: preparing for the metaverse DOI
Dai‐In Danny Han, Yoy Bergs, Natasha Moorhouse

и другие.

Virtual Reality, Год журнала: 2022, Номер 26(4), С. 1443 - 1458

Опубликована: Март 15, 2022

Язык: Английский

Процитировано

215

Virtual reality, real reactions?: Comparing consumers' perceptions and shopping orientation across physical and virtual-reality retail stores DOI
Gabriele Pizzi, Daniele Scarpi, Marco Pichierri

и другие.

Computers in Human Behavior, Год журнала: 2019, Номер 96, С. 1 - 12

Опубликована: Фев. 11, 2019

Язык: Английский

Процитировано

202