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3,200 result(s) for "Virtual reality experience"
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Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
Background In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions. Main body Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating virtual reality or videogames as a whole. Conclusion This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.
Serial mediation role of destination image: Will virtual reality replace the decision to visit offline destination?
This study aims to evaluate the impact of virtual reality exposure on Instagram users’ decisions to visit physical locations and their perceptions of the destination. It also analyzes the mediating role of destination image on the phygical tourism intentions of Instagram users in Indonesia. This study employs a positivist paradigm and uses an explanatory research design to conduct an online survey about virtual reality experiences and outline respondents’ opinions about the decision to visit particular destination. Next, 280 millennial generation Instagram account followers responded to an online questionnaire; the data were analyzed using structural equation modeling. The criteria for respondents are Indonesian citizens who are Instagram followers and have virtual experience. Most respondents were between the ages of 23-32 years. The research findings indicate virtual reality positively and significantly affects destination image and offline visit decisions. Destination image has a positive and significant effect on offline visit decisions. Virtual reality encounters were incapable of substituting offline visits. The virtual reality encounter affects the perception of a destination and influences the decision to visit specific location in person. Destination images partially mediate the relationship between virtual reality experience and offline visit decisions. This study enhances the understanding of consumer behavior by examining its relationship with technological advancements, particularly among millennials. This paper also offers tangible contributions to tourism marketing management for destination managers. AcknowledgmentsThis publication is partly funded by the Directorate General of Higher Education. The authors also acknowledge the financial support from the Directorate General of Higher Education through Brawijaya University.
Virtual reality’s impact on destination visit intentions and the moderating role of amateur photography
Purpose This paper aims to investigate the effects of virtual reality experiences (VREs) and emotions on holiday destination visit intentions by applying the stimulus-organism-response (S-O-R) framework. It also examined the role of amateur photography as a moderator in the relationship between VREs, emotions and visit intentions. Design/methodology/approach Primary data were collected through a structured survey questionnaire administered in India, and structural equation modelling (SEM) was used to examine relationships among variables. The formal survey was preceded by a pilot study. The partial least squares-SEM product indicator technique was applied to measure the moderation effect of amateur photography. Findings When people have high levels of positive emotions in the pre-travel stage with VRE participation, their intentions to visit destinations are stronger. Amateur photography moderated the relationships between user interactivity, memorable experiences, mental imagery and visit intentions. No significant moderating effect was found between emotional experiences and visit intentions. Practical implications The results indicate that creators of virtual reality (VR) communications should concentrate on producing interactive and visually striking VR content, as the research found that VR experiences with tourism-related activities have a significant impact on potential visitor emotions. Therefore, VR producers should incorporate authentic and distinctive elements into contents, giving viewers realistic and trustworthy VR tourism experiences. Destination marketers should evoke emotions in people to increase motivations to visit the VR-presented places. Destination marketers should create VR content with hedonic elements, fostering a connection and desire to visit the destination presented in the VR. For example, destination marketers can enhance the sensory aspects of VR content with audio, video, haptics and artificial intelligence, encouraging people to be emotionally captivated and fully immersed. The findings indicate that amateur photography has a significant moderating effect on prospective tourists’ intentions to visit a place presented in VR. Thus, destination marketers are advised to provide photogenic and relevant content to users. By using amateur photography, destinations can market their attractions to potential visitors in a more interactive and relatable manner. Showcasing images taken by amateur photographers presents a genuine perspective of the offerings, thereby increasing visit intentions among prospective visitors. Additionally, amateur photography helps promote the destination in a positive light, emphasizing the attractions and other offerings, and this encourages potential visitors to consider the destination as a travel option, thereby increasing visit intentions. Encouraging amateur photographers to take and share images also increases their engagement with the destination, creating a sense of community and connection and ultimately driving visit intentions. Destination marketers should embrace VR tourism content as a means of promoting their destinations to potential customers by considering the three crucial elements of memorable experiences, emotional experiences and mental imagery. In essence, destination management organizations and other decision makers should develop complete VR communication plans that incorporate interactive and visually striking activities. This can be done by creating VR experiences for prospective tourists, which will enable them to pick their preferred destinations at the pre-travel stage. Through this approach, an effective destination marketing strategy can be established. Originality/value This research has value in making several potential contributions to the tourism applications of VR. It is the first study to use and test the S-O-R framework to analyse tourist behaviour from the perspective of emotions generated by VR applications. The analysis focuses on India’s tourism market, which has not been explored much in the context of VR and from the perspective of a developing country. The research emphasizes the use of VR as a tool to understand tourist behaviour rather than just focusing on visit intentions. The findings provide valuable insights into the importance of VR in tourism. The knowledge generated will contribute to the understanding of the impact of VR experiences on emotions and visit intentions and the moderating effect of amateur photography. It has practical implications for destination marketers in developing effective marketing strategies that enhance tourists’ emotions and motivate visit intentions. 目的 本研究运用刺激-机体-反应(S-O-R)框架, 探讨虚拟现实体验(VREs)和情绪对度假目的地旅游意向的影响。还研究了业余摄影在VREs、情感和访问意图之间的关系中的调节作用。 设计/方法/方法 通过在印度进行的结构化调查问卷收集原始数据, 并使用结构方程模型(SEM)来检查变量之间的关系。在正式调查之前进行了一项试点研究。采用PLS-SEM结果指标方法测量业余摄影的调节效果。 研究发现 当人们在旅行前的VRE参与阶段拥有高水平的积极情绪时, 他们访问目的地的意愿会更强。业余摄影调节了用户交互性、纪念体验、心理意象和访问意图之间的关系。情绪体验与访问意向之间无显著调节作用。 原创性/价值 本研究对虚拟现实的旅游应用有几个可能的贡献。这是第一个使用并测试刺激-生物-反应(S-O-R)框架的研究, 从VR应用产生的情感角度分析游客行为。分析集中于印度的旅游市场, 而在VR的背景下和从一个发展中国家的角度来看, 印度的旅游市场还没有得到太多的探索。该研究强调将VR作为一种了解游客行为的工具, 而不仅仅是关注游客的意图。这些发现为VR在旅游业中的重要性提供了有价值的见解。所产生的知识将有助于理解VR体验对情绪和访问意图的影响以及业余摄影的调节作用。这对目的地营销人员制定有效的营销策略, 增强游客的情绪和激发旅游意图具有实际启示。 Finalidad Esta investigación analizó los efectos de las experiencias de realidad virtual (VREs) y las emociones en las intenciones de visita a destinos vacacionales aplicando el modelo estímulo-organismo-respuesta (S-O-R). También examinó el papel de la fotografía amateur como moderador en la relación entre las VREs, las emociones y las intenciones de visita. Diseño/metodología/enfoque Los datos primarios se recogieron mediante una encuesta con cuestionario estructurado administrado en la India, y se utilizó la modelización de ecuaciones estructurales (SEM) para examinar las relaciones entre las variables. La encuesta principal fue precedida de un estudio piloto. Se aplicó la técnica PLS-SEM para medir el efecto moderador de la fotografía amateur. Resultados Cuando las personas poseen un alto nivel de emociones positivas en la etapa previa al viaje con participación en VRE, sus intenciones de visitar destinos son más fuertes. La fotografía amateur moderó las relaciones entre la interactividad del usuario, las experiencias memorables, las imágenes mentales y las intenciones de visita. No se encontró ningún efecto moderador significativo entre las experiencias emocionales y las intenciones de visita. Originalidad/valor Esta investigación tiene el valor de hacer varias contribuciones potenciales a las aplicaciones turísticas de la realidad virtual. Es el primer estudio que utiliza y pone a prueba el marco estímulo-organismo-respuesta (S-O-R) para analizar el comportamiento de los turistas desde la perspectiva de las emociones generadas por las aplicaciones de RV. El análisis se centra en el mercado turístico de la India, poco explorado en el contexto de la RV y desde la perspectiva de un país en desarrollo. La investigación hace hincapié en el uso de la RV como herramienta para comprender el comportamiento de los turistas, en lugar de centrarse únicamente en las intenciones de visita. Las conclusiones aportan valiosas ideas sobre la importancia de la RV en el turismo. Los conocimientos generados contribuirán a comprender el impacto de las experiencias de RV en las emociones y las intenciones de visita, así como el efecto moderador de la fotografía amateur. Se presentan implicaciones prácticas para los responsables de marketing de los destinos turísticos a la hora de desarrollar estrategias de marketing eficaces que potencien las emociones de los turistas y motiven las intenciones de visita.
ENCOURAGING VIRTUAL REALITY EXPERIENCES: THE EFFECT ON TOURISTS’ INTENTION TO VISIT TOURISM DESTINATION
This study aims to analyze the relationship among virtual reality experiences, virtual reality experiential outcomes, destination awareness, and intention to visit a destination. It is also investigated rega rding the mediating role of the virtual reality experiences and destination awareness on intention to visit. This study used a questionnaire to collect data from tou rist experiences using a virtual reality application. The 115 data collected were analysed by Partial Least Square (PLS) analysis. The finding indicates that the virtual reality experience does not significantly influence intention to visit. Furthermore, t he results of the virtual reality experience also proved not to significantly influence intention to visit, so the virtual reality experiential outcomes were not able to become an important factor as an indirect relationship between virtual reality experiences and intention to visit a destination. However, the virtual reality experience still has an influence on destination awareness and has an indirect effect on intention to visit destinations through mediation from destination awareness. Therefore, tourism managers must be able to utilize VR as an information medium related to the destinations offered, so that tourists will get a lot of useful information to be more familiar with these destinations which will ultimately influence the intention to visit a destination. The limitations of the study and future research agenda are also highlighted.
Effects of service quality attributes of public sports facilities on virtual reality experience among wheelchair users
This study explores the impact of service quality attributes in public sports facilities on the virtual reality (VR) experiences of wheelchair users, focusing on how these attributes influence user satisfaction and the intention to revisit. As VR technology becomes increasingly integrated into sports facilities, it is essential to understand the specific needs and preferences of wheelchair users, a demographic often underserved in sports environments. A survey was administered to 250 wheelchair users who had experienced VR in public sports facilities. The survey examined their perceptions of tangible elements, such as facility accessibility and equipment, as well as service quality attributes, including reliability, responsiveness, and staffcompetence. The data were analyzed to assess the relationship between these factors and their effect on overall satisfaction and the likelihood of revisiting the facility.The results reveal that tangible aspects, particularly the accessibility and quality of the physical environment, are significant predictors of revisit intention among wheelchair users. Interestingly, while reliability and responsiveness were not directly associated with revisit intention, they played a crucial role in shaping overall satisfaction. Satisfaction, in turn, was found to be a strong mediator, significantly influencing the intention to return to the facility. These findings underscore the importance of prioritizing tangible service quality attributes, such as well-maintained and accessible facilities, to enhance the VR experience for wheelchair users. Moreover, this study suggests that while intangible service elements like reliability and responsiveness are important, their influence on revisit intention is largely indirect, mediated through user satisfaction. Thus, public sports facilities should focus on improving both the tangible and intangible aspects of service quality to better serve wheelchair users, thereby enhancing their VR experience and encouraging repeat visits.
Virtual reality content creation based on self-contained components in the e-learning domain: Re-using pattern-based vr content in different authoring toolkits
In the context of e-learning, it is challenging to incorporate emerging technologies, such as alternate reality games or Virtual Reality (VR), within current learning trends. Microlearning is such a current trend. It divides large and complex chunks of content into small and elementary learning nuggets. These single self-contained nuggets are then composed to overarching lessons or courses. The concept of VR nuggets dovetails this educational trend. VR nuggets are standalone, self-contained, and rather short VR experiences that can be combined with other learning nuggets. By using initial implementations of VR nuggets, they can be used to let authors create VR earning content, for example, to let learners experience alternate realities. In this paper, we further investigate the VR nugget authoring concept and extent it. We introduce two novel authoring toolkits that rely on VR nuggets – one based on context-related module interaction ( CoNMoD ) and one based on visual scripting ( ViNS Tiles ). In two separate user studies, we examine the acceptance of the toolkits and compare them to existing authoring environments that also rely on VR nuggets but utilize different interface techniques. These studies’ results emphasize the importance of exchanging content between different established tools and indicate the acceptance of our tools regarding their hedonic and pragmatic qualities, also compared to existing tools from related work. As a conclusion, we propose an exchange format for VR nuggets that supports their reusability. It enables authors that use different toolkits to work together. They can utilize VR nuggets created with other toolkits and still use their own preferred toolkit. By means of an expert survey, we draw conclusions on technical aspects and a suitable platform to make VR nuggets available to the community. This survey indicates that potential authors would use such an exchange-approach for creating and presenting VR content and that they are willing to share their work and to contribute in a VR nugget authoring community.
Therapeutic Potential of Interactive Audiovisual 360-Degree Virtual Reality Environments for Anxiety Reduction—A Case Study with an Abstract Art Application
The increasing contrast between limited resources and growing demand in psychiatric care for anxiety disorders has caused an urgent need to find new cost-effective methods for treatment. This article studies the therapeutic potential of interactive audiovisual abstract art in a 360-degree virtual reality environment as a method for reducing anxiety and inducing relaxation. The study consists of experimental research of a virtual reality relaxation application called Binaural Odyssey. This research was conducted with 13 research participants between June and August 2021, and it uses a within-subjects design. Digital questionnaires, structured interviews, Heart Rate Variability (HRV) data, and the researcher’s observations during the research situation were used to gather research data. Results of the study suggest that this method can produce positive mental health effects for the users, such as reduced anxiety and tension, as well as increased relaxation levels and mental resources. Binaural Odyssey is a promising prototype of this method, but it lacks parity regarding application contents and clear therapeutic goals and, therefore, cannot be recommended for treatment purposes. However, further development with mental health professionals could pave the way for a new functional treatment method for reducing and controlling anxiety and tension.
DETERMINING REVISIT INTENTION: THE ROLE OF VIRTUAL REALITY EXPERIENCE, TRAVEL MOTIVATION, TRAVEL CONSTRAINT AND DESTINATION IMAGE
Purpose – The purpose of this study is to define and analyze the role of virtual reality experiences, travel motivation, travel constraints, and destination image on revisit intention. Design – Exploratory analysis to investigate whether destination image and revisit intention are influenced by virtual reality experience, travel motivation, and travel constraints. Methodology – The respondents in this study were Indonesian tourists who had already visited the destinations under study. The sampling method used was random sampling and the data analysis method used was structural equation modeling. Findings – The results show that destination image can mediate the influence of virtual reality experience on revisit intention. At the same time, travel motivation and travel constraints can have a direct positive influence on destination image. Originality of the research – This study demonstrates the critical significance of virtual reality in pandemic situations to help destinations improve their image and hence increase tourist arrivals, like as in Indonesia
BEYOND THE OVERVIEW EFFECT: A VIRTUAL REALITY EXPERIENCE FOR SUSTAINABILITY AWARENESS IN DECISION-MAKING
The challenges of sustainable development require a consistent transformation of decision-making practices in society and in the industry. In this regard, Virtual Reality (VR) is an effective tool, providing experiences that are not accessible in the real world. The overview effect is a feeling of interconnectedness and responsibility towards our planet and its inhabitants described by astronauts after seeing the Earth during spaceflights. We present a VR application merging the overview effect with data visualization. We illustrate the design process and perform a pilot test to assess the emotions raised by the VR experience. Furthermore, we report feedback from design engineering and sustainability experts discussing the applications' potential in decision-making contexts, including product development processes.
Dynamic Decoding of VR Immersive Experience in User’s Technology-Privacy Game
The formation mechanism of Virtual Reality (VR) Immersive Experience (VRIE) is notably complex; this study aimed to dynamically decode its underlying drivers by innovatively integrating Flow Theory and Privacy Calculus Theory, focusing on Perceptual-Interactive Fidelity (PIF), Consumer Willingness to Immerse in Technology (CWTI), and the applicability of Loss Aversion Theory. To achieve this, we analyzed approximately 30,000 user reviews from Amazon using Latent Semantic Analysis (LSA) and regression analysis. The findings reveal that user attention’s impact on VRIE is non-linear, suggesting an optimal threshold, and confirm PIF as a central influencing mechanism; furthermore, CWTI significantly moderates users’ privacy calculus, thereby affecting VRIE, while Loss Aversion Theory showed limited explanatory power in the VR context. These results provide a deeper understanding of VR user behavior, offering significant theoretical guidance and practical implications for future VR system design, particularly in strategically balancing user cognition, PIF, privacy concerns, and individual willingness.