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Defining virtual reality: Dimensions determining telepresence Communication in the Age of Virtual Reality

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... VR is often described as a computer-simulated three-dimensional environment that provides a sense of presence and real-time interaction in virtual space (Steuer et al., 1992;Wilson et al., 1997). VR can be divided into three different levels of immersion (nonimmersive, semi-immersive, and fully immersive; Mujber et al., 2004), depending on the hardware used, the experience and feeling of presence gained by replacing the physical environment with the virtual world, and the amount of sensory information available (Rizzo & Koenig, 2017;Steuer et al., 1992;Wilson et al., 1997). ...
... VR is often described as a computer-simulated three-dimensional environment that provides a sense of presence and real-time interaction in virtual space (Steuer et al., 1992;Wilson et al., 1997). VR can be divided into three different levels of immersion (nonimmersive, semi-immersive, and fully immersive; Mujber et al., 2004), depending on the hardware used, the experience and feeling of presence gained by replacing the physical environment with the virtual world, and the amount of sensory information available (Rizzo & Koenig, 2017;Steuer et al., 1992;Wilson et al., 1997). Different levels of VR can also be identified through the concept of a virtuality continuum, which expresses a fusion of real and virtual environments with different levels of virtuality (Milgram & Kishino, 1994). ...
... A user-specified within-study effect size correlation ρ was set to .80 to conduct the analyses (Tanner-Smith et al., 2016). The intervention effect size (Hedges' g) and its' 95% CI were visualized using a forest plot. ...
Article
The aim of this systematic review, meta-analysis, and meta-regression was to examine the effects of virtual reality–based training on global cognition and executive function compared with conventional training or information-based treatment in older adults, regardless of cognitive level. A systematic literature search was conducted using four databases. A total of 31 randomized controlled trials were identified. Pooled effect sizes were calculated, the risk of bias was assessed, and evidence was graded. The primary analyses showed a small but statistically significant effect of virtual reality–based training compared with control on global cognition (Hedges’ g 0.42, 95% confidence interval [0.17, 0.68], I ² = 70.1%, n = 876, 20 randomized controlled trials, low evidence) and executive function (Hedges’ g 0.35, 95% confidence interval [0.06, 0.65], I ² = 68.4%, n = 810, 16 randomized controlled trials, very low evidence). Meta-regression yielded inconclusive results. Virtual reality–based training may be more effective than control in improving cognition in older adults; however, more high-quality studies are needed.
... 지금까지 상당히 많은 선행연구가 다양한 문화적 요인(e.g., Haugh & Carbaugh, 2015;Nakanishi, 1986), 사회 적 요인(e.g., Phillips et al., 2009), 개인적 요인(e.g., Giordano, Longmore, & Manning, 2006;Miller, Berg, & Archer, 1983) 등이 상호작용 동안 자기-노출에 미치는 영향에 대한 근거를 제공해 왔다. 특히, 본 연구의 관심 변수인 성별(e.g., Stokes, Fuehrer, & Childs, 1980;Valkenburg, Sumter, & Peter, 2011), 상대와의 대화 거리(e.g., Okken, van Rompay, & Pruyn, 2013;Sundstrom, 1975), 상대의 신체적 매력도(e.g., Brundage, Derlega, & Cash, 1976;Hanum, Purwanto, & Sunawan, 2019) (Steuer, Biocca, & Levy, 1995)"으로 정의될 수 있다. 여기서 원격 실재감은 이용자 자신이 마치 매개된 현실 속에 있는 듯한 느낌을 일컫는다 (Lee, 2004). ...
... 여기서 원격 실재감은 이용자 자신이 마치 매개된 현실 속에 있는 듯한 느낌을 일컫는다 (Lee, 2004). 이러한 VR의 정의는 가 상공간 안에서의 사람들의 관계 및 이들이 상호작용하는 매개된 환경을 강조함으로써 (Steuer et al., 1995) 매개 커뮤니케이션 도구로서의 VR의 잠재력을 보여준다. VR을 하나의 커뮤니케 이션 도구로 보는 관점(e.g., Biocca & Levy, 1995;Fox et al., 2009;Grigorovici, 2003;Palmer, 1995)에는 이견이 없으며, 다중사용자(multi-user) VR은 컴퓨터 매개 커뮤 니케이션(computer-mediated communication: CMC)의 특정 형태로 간주되기도 한다 (Riva, 1999 (Gibbs, Ellison, & Lai, 2011). ...
... 이러한 VR의 정의는 가 상공간 안에서의 사람들의 관계 및 이들이 상호작용하는 매개된 환경을 강조함으로써 (Steuer et al., 1995) 매개 커뮤니케이션 도구로서의 VR의 잠재력을 보여준다. VR을 하나의 커뮤니케 이션 도구로 보는 관점(e.g., Biocca & Levy, 1995;Fox et al., 2009;Grigorovici, 2003;Palmer, 1995)에는 이견이 없으며, 다중사용자(multi-user) VR은 컴퓨터 매개 커뮤 니케이션(computer-mediated communication: CMC)의 특정 형태로 간주되기도 한다 (Riva, 1999 (Gibbs, Ellison, & Lai, 2011). 관계 형성의 초기 단계에서 불확실성은 정보 추구 행동 (information-seeking behavior)으로 이어지는데 (Berger, 1979), 매개 커뮤니케이션 상황 의 경우 자기-노출이나 질문과 같은 상호적 전략(interactive strategy)을 사용하도록 유도된 다 (Walther, 1992;Walther & Parks, 2002). ...
... Data was coded based on the constructs of the flow model (Table 1). Data analysis resulted in the following constructs: interactivity, immersion, presence, innovativeness, ease of use, accessibility, flexibility, reliability, and response time (Al-Busaidi, 2012;Costello et al., 2008;Davis 1989;Shiau & George, 2014;Steuer, 1995;Witmer & Singer, 1998;Vaezi et al., 2019). Among the responses, 9.5% were not coded because the students did not provide an answer. ...
...  Interactivity: According to Steuer (1995), interactivity is defined as "the degree to which users of a medium can influence the form or content of the mediated environment." It is a stimulus-driven variable and measures the extent to which users can participate in modifying the content of a mediated environment in real time. ...
... Immersion measures the perception of natural modes of interaction and control in the mixed reality environment and the degree to which students feel immersed in the learning environment created by the mixed reality application. Immersion is a user experience variable that influences the user's presence as a construct of flow antecedent and flow experience (Steuer, 1995;Witmer & Singer, 1998). ...
... According to Steuer (1995), new media allows users to actively engage in the content and structure of a mediated environment. This is in contrast to the passive reception of stimuli that occurs when people watch television or listen to the radio. ...
... This is in contrast to the passive reception of stimuli that occurs when people watch television or listen to the radio. According to Steuer (1995), the amount of interaction in a mediated environment may be defined as the extent to which users are able to make changes directly to the content and structure of the environment in real time. The interactivity of modern media technologies is one of their defining characteristics. ...
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Social media platforms play a vital role in the modern world, facilitating a variety of activities such as disseminating information, social networking, accessing online resources, advertising, marketing, and education. Businesses benefit from social media platforms, which offer a stable, regular, and speedy platform for various strategies, including internet marketing. The term social media marketing refers to the use of social media websites for promotional objectives. Social media marketing has made it possible for businesses to interact with particular target groups in a quick and effective way. This is a significant advancement for businesses. In addition, there are a number of challenges that social media marketing must conquer in order to operate successfully in the sector. This article will analyse both the good and bad elements of social media branding in the context of the current digital age. The objective of this study is to investigate both of these aspects. The review findings focus on different activities that are not traditional and might be of assistance to students in appropriately dealing with the experiences that they have had throughout their lives.
... According to Steuer (1995), new media allows users to actively engage in the content and structure of a mediated environment. This is in contrast to the passive reception of stimuli that occurs when people watch television or listen to the radio. ...
... This is in contrast to the passive reception of stimuli that occurs when people watch television or listen to the radio. According to Steuer (1995), the amount of interaction in a mediated environment may be defined as the extent to which users are able to make changes directly to the content and structure of the environment in real time. The interactivity of modern media technologies is one of their defining characteristics. ...
Article
Full-text available
Social media platforms play a vital role in the modern world, facilitating a variety of activities such as disseminating information, social networking, accessing online resources, advertising, marketing, and education. Businesses benefit from social media platforms, which offer a stable, regular, and speedy platform for various strategies, including internet marketing. The term social media marketing refers to the use of social media websites for promotional objectives. Social media marketing has made it possible for businesses to interact with particular target groups quickly and effectively. This is a significant advancement for businesses. In addition, there are several challenges that social media marketing must conquer to operate successfully in the sector. This article will analyze both the good and bad elements of social media branding in the context of the current digital age. The objective of this study is to investigate both of these aspects. The review findings focus on different activities that are not traditional and might be of assistance to students in appropriately dealing with the experiences that they have had throughout their lives.
... Virtual worlds tend to be highly immersive, potentially engaging consumers with travel products and services in new ways. They can also create a high sense of presence (Bhatt, 2004;Steuer, 1995), which can be very important in forming virtual experiences regarding a destination. Recognizing the potential of such virtual worlds for tourism marketing, the goal of the research presented in this paper was to create a typology of tourism marketing opportunities in virtual worlds based upon examples of current opportunities provided by these applications. ...
... The existing data was classified with respect to marketing strategies which are used in the real world. The categorization is based on existing marketing studies which dealt with the concept and application of virtual reality (Arnott & Bridgewater, 2002;Kiani, 1998;Klein, 2003;Klein & Quelch, 1997;Steuer, 1995). ...
Conference Paper
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With emerging Web 3.0 technologies, the tourism industry confronts yet another wave of marketing challenges and opportunities. Three dimensional graphics (3D) and avatar-based environments provide new marketing applications and venues for tourism consumption. This paper explores the largest 3D virtual world, Second Life, and investigates tourism marketing opportunities and challenges as they emerge from the affordances of the application. The study employs a participation-systematic observation method. The findings show that various tourism businesses have launched their virtual brand representation in Second Life. The examples are discussed in terms of their Web 3.0 marketing functions. Although the effectiveness of these virtual world marketing strategies has not been assessed yet, they provide important guidelines for tourism marketers who would like to prepare for the paradigm shift inherent in Web 3.0-based marketing.
... In recent years, virtual reality (VR) technology has been actively integrated into education, teaching, and training in various application domains [7]. Although VR is not new and was defined as "a real or simulated environment in which a perceiver experiences telepresence" [24], recent developments in display technology and computer graphics have made VR more affordable and available to a wider spectrum made accessible by humans. The latest VR head-mounted displays (HMDs) such as Valve Index or Oculus Quest 2 allow users to immerse themselves in a realistic virtual world. ...
... Presence is defined as "the subjective experience of being in one place or environment, even when physically located elsewhere" [26]. Finally, the term interactivity can be described as the extent to which users can change the VR environment in real-time [24]. VR technology is becoming increasingly sophisticated and cost-effective and can be applied to many areas such as training [33], prototyping (e.g., [14], [35]), robotics [34], education (e.g., [39], [38]), healthcare (e.g., [30], [36]), finance [29], or even software modeling (e.g., [27], [28]). ...
Preprint
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Due to the corona pandemic, numerous courses were held using digital solutions in order to be able to continue teaching. Conventional collaboration tools (Zoom, Big Blue Button, etc.) were used in particular to digitally map a synchronous session for teaching and learning purposes. While these conventional collaboration tools offer a solid basis for communication between learners and teachers, aspects such as presence or a realistic type of interaction are neglected. In this work, we report on the experiences from a computer science seminar where virtual reality (VR) technology was used as an alternative solution for teaching and group work. The benefits of VR compared to conventional collaboration tools were examined using questionnaires and interviews with the participants. On the one hand, the results show the high potential of VR to increase the clarity and experienceability of learning content and to promote cooperation through social presence. On the other hand, the use of VR brings with it some technical and organizational difficulties that should be taken into account in the didactic implementation.
... AR seamlessly integrates with the physical world, creating an immersive aspect of the real environment. Unlike virtual reality, which entirely replaces the user's real-world environment, augmented reality alters one's ongoing perception of the real-world environment [5][6]. With the rise of 5G networks, widespread smartphone adoption, and decreasing costs associated with AR (both hardware and software), augmented reality has become a compelling global technological trend. ...
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The emergence of 5G technology introduced by Mobile Network Operators (MNOs) heralds a transformative era characterized by accelerated data transfer speeds, fundamentally reshaping the landscape of financial technology (fintech). This evolution brings forth innovative technologies such as augmented reality (AR) and virtual reality (VR), with AR emerging as a key player in the future of fintech. This article delves into the potential of AR to revolutionize checkout and payment processes by seamlessly blending physical and digital realms. By enhancing user experiences, AR opens up new avenues for forward-thinking enterprises, fostering enhanced customer engagement, streamlining transactions, and minimizing friction in financial interactions. Furthermore, AR facilitates financial inclusion by providing intuitive interfaces, empowering individuals with limited financial literacy to participate more actively in digital transactions. Leveraging AR-driven analytics provides valuable insights into consumer behavior and market trends, facilitating data-driven decision-making processes. In conclusion, the convergence of 5G, fintech, and AR presents unprecedented opportunities for innovation, growth, and the enhancement of customer experiences within the financial services sector.
... There has been a widely accepted definition of the concept of "presence" since the 1990s, commonly described as "the experience of being there". This notion, attributed to Byron Reeves (Steuer, Biocca & Levy, 1995), stands as the most commonly accepted element in the concept established within academic circles. Carrie Heeter also refers to it as a sense of existing (Heeter 1992). ...
... XR technology can also facilitate remote production, where broadcasters can remotely access virtual production environments, interact with virtual objects, and collaborate with remote teams [23,24]. This remote working potential enables more efficient and cost-effective production, reducing the need for physical presence [25]. ...
Preprint
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Purpose:: The purpose of this study is to explore content creator preferences in broadcast media, with a specific focus on the impact of integrating 3D graphics to enhance viewer engagement. Methods:: In this study, we investigated the integration of 3D technology in broadcasting. We examined the preferences of content creators and assessed the impact of 3D photo-real human representations on perceived production quality and viewer engagement. Data was collected through surveys, interviews, and real-time broadcast analysis to gain insights into this technology's potential benefits and challenges in broadcasting. Results:: Our findings indicate that incorporating 3D photo-real human representations into broadcasting significantly improves production quality and viewer engagement, especially in real-time broadcasts. We also observed that 3D humans offer greater depth and presence, although challenges in fidelity and orientation highlight areas for technological advancement. Additionally, our study revealed the complementary nature of 2D and 3D visuals in broadcasting, with each modality serving distinct purposes—2D for clarity and information conveyance and 3D for immersive experiences. Conclusion:: This research suggests a paradigm shift in broadcast content creation, where integrating 3D technologies, such as 3D photo-real human representations, can lead to more dynamic, engaging, and visually appealing content across various platforms. The study's findings provide explicit guidelines for content creation, catering to diverse viewer preferences and evolving consumption patterns. This research contributes to the broader understanding of how technological advancements in extended reality can effectively enhance the media landscape.
... As the story gradually unfolds, their game experience is closely interwoven with game contents. This physically and psychologically full engagement that is further strengthened by imagination and association leads to an intensive interactivity and immersion (Steuer et al., 1995) and a memorable experience. In this case, the video game experience can contribute to perception and formation of the tourism destination image (Dubois et al., 2021). ...
... As a type of sketching media, VR has recently become increasingly popular in many research fields, including environmental simulation, technical operations, and design education [8][9][10]. VR refers to a computer-generated experience that creates a sense of immersion and presence [11]. It is a powerful tool for increasing design concept generation [12] and operation training performance [13], and it is widely used in design review visualization media [14]. ...
Article
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Designers rely on sketching to visualize and refine their initial ideas, and virtual reality (VR) tools now facilitate sketching in immersive 3D environments. However, little research has been conducted on the differences in the visual and spatial processes involved in 3D versus 2D sketching and their effects on cognition. This study investigated potential differences in spatial and visual functions related to the use of 3D versus 2D sketching media by analyzing functional magnetic resonance imaging (fMRI) data. We recruited 20 healthy, right-handed students from the Department of Horticulture and Landscape Architecture with at least three years of experience in freehand landscape drawing. Using an Oculus Quest VR headset controller and a 12.9-inch iPad Pro with an Apple Pencil, we tested participants individually with 3D and 2D sketching, respectively. When comparing 2D and 3D sketches, our fMRI results revealed significant differences in the activation of several brain regions, including the right middle temporal gyrus, both sides of the parietal lobe, and the left middle occipital gyrus. We also compared different sketching conditions, such as lines, geometrical objects (cube), and naturalistic objects (perspective view of a tree), and found significant differences in the spatial and visual recognition of brain areas that support visual recognition, composition, and spatial perception. This finding suggests that 3D sketching environments, such as VR, may activate more visual–spatial functions during sketching compared to 2D environments. The result highlights the potential of immersive sketching environments for design-related processes and spatial thinking.
... Hence, examining users' determinations during the postadoption phase requires focused research attention since the determination of the acceptance phase exhibits distinctions from the determination of the post-adoption phase [21], [22]. The "Expectation Confirmation Model" (ECM) is a famous framework for examining the continuous intention within the field of Information Systems (IS) as it developed to examine the post-adoption phase instead of the acceptance phase [23], [18], [24], [25]. According to [26] [27], the ECM theory emphasizes the significance of user satisfaction in shaping the users' subsequent intentions toward using E-Learning. ...
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The utilization of E-learning platforms has attracted considerable attention recently. Universities are increasingly adopting diverse E-learning platforms that offer a range of features to enhance student satisfaction and promote their sustained utilization of E-learning platforms. The task of consistently engaging and encouraging students to use E-learning platforms remains a persistent challenge. Many students tend to discontinue their participation in E-Learning platform courses, showing reluctance towards sustained engagement with the platform. Therefore, this research analyses the essential factors impacting students’ inclination to sustain their utilization of the E-Learning platform. The present study uses the "Expectation Confirmation Model" (ECM) with four factors: "interactivity", "social influences", "computer self-efficacy", and "perceived enjoyment". A survey was administered to college students via online Google Forms, resulting in 362 respondents. The data analysis is conducted using the Smart-PLS 4 Programme. Based on its findings, the study presented a “conceptual framework” for the sustained utilization of E-learning platforms. Results show that perceived enjoyment, satisfaction, interactivity, computer self-efficacy, and social influences impact continuing intention. This research indicates that satisfaction has the most substantial consequence on students’ intention to persist in utilizing E-Learning platforms. The model prediction power (R2) is 70 %, which can explain the users’ continuous intention.
... Sense of presence refers to the user's perception and experience of oneself and the surrounding elements in a virtual environment [24,25] . One psychological principle relevant to this concept is "embodiment-physical consistency", which suggests that users are more likely to experience a strong sense of presence when the sensory information in the virtual environment, such as visual, auditory, and tactile cues, aligns with their actual sensations [26] . ...
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Design psychology and environmental and social psychology are two independent yet interconnected fields. This paper aims to integrate these fields and explore their application in user interface/user experience (UI/UX) design for metaverse social games. The principles of design psychology help understand users’ cognitive and emotional needs, enabling the creation of user-friendly interfaces and interaction designs. On the other hand, principles of environmental and social psychology provide insights into how environmental and social factors influence user behavior and psychological states. Building upon the importance and application of design psychology principles in UI/UX design, we delve into the specific environmental and social psychology factors that impact UI/UX design in metaverse social games. As a virtual global social platform, the metaverse necessitates designers to consider users’ social needs, identity expression, and personal interactions, in order to create an immersive and authentic virtual social experience. Through an in-depth analysis of Zuckerberg’s “Horizon Worlds” and its UI/UX design, we explore the comprehensive application of design psychology and environmental and social psychology principles in metaverse social games. We examine aspects such as usability, personalization, social interaction, and emotional connection in UI/UX design and discuss how visual elements, sound effects, and interactive feedback can facilitate the establishment of emotional connections and social networks within the virtual world. This research aims to provide designers with deeper insights and guidance in creating metaverse social game interfaces that align with user needs and societal adaptability. It will further expand the theoretical foundation of UI/UX design for metaverse social games and serve as a case study and reference for empirical research on the application of environmental and social psychology in game interface design.
... Therefore, it is essential to include sensory marketing as a stimulus for social media content. However, how audio-visual sensory marketing stimuli used on Instagram for advertisement content influence consumer engagement behavior remains to be seen (Steuer et al., 1995). Kusumasondjaja and Tjiptono (2019) stress that people evaluate different types of content. ...
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The promotion of coffee shops through Instagram content has become highly beneficial to consumers’ decision-making, as short videos reel Instagram and photos can help consumers judge and experience products through visual and audio stimuli on content. Consequently, scholars and managers must understand consumer behaviors regarding audio-visual stimuli on Instagram content and identify factors influencing perception and consumer engagement with content. A novel contribution of this study is the introduction of audio-visual stimuli on Instagram content based on the stimulus-organism-response paradigm, which explains how sensory marketing and information adoption affect consumer engagement on social media Instagram. To empirically evaluate the proposed research model, we conducted an online survey with 120 participants who followed Instagram @kopijanjijiwa and @kopikenangan. We performed data analysis using structural equation modelling and Smart-PLS software and the results indicated that all hypotheses, except for perceived cognitive and audio-visual stimuli, significantly affected consumer engagement. This study could provide insights into the antecedents of perceived cognitive and consumer engagement on social media Instagram. Thus, contributing knowledge of digital consumer behavior helps managers understand consumer behavior regarding social media and formulate marketing strategies.
... This adventure has begun with cave paintings. One of the most recent steps in this progression is the use of virtual reality (VR) [1].Virtual reality technology (VR) is the electronic stimulation of environments experienced via headset to enable the user to interact with realistic 3-dimensional environments produced by a computer [2]. Virtual reality contains the creation and experience of environments. ...
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Housing is one of the most essential needs of humanity since the beginning of existence. The discipline of architecture has emerged and developed based on this need and has continued to evolve with the advancement of civilization and technology. When looking at the history of architecture, it can be seen that the visualization of architectural design has a long history. Nowadays, with the parallel development of computer technologies, architectural visualization techniques have also greatly advanced. Virtual reality (VR) technology is used in many sectors such as education, health, and entertainment today. The discipline of architecture enables designers to visualize their designs in a realistic way. Especially in the architecture field, where visualization is very important, the use of this technology is crucial in increasing the realism of the user's experience in the design phase. VR is a developing and wide-spreading technology in the field of architecture these days. Although there are studies on this subject in literature, studies which are examining the effect of VR technology in architectural visuals on people's sense of reality and feelings about the VR experience are limited. The aim of this study is to help fill the gap in this subject of literature. The main purpose of this study is to investigate the experience and reality sense of architectural design visuals’ materials, light and shadow, outdoor view, indoor plants, furniture, objects, and participants’ feelings of provide through the use of virtual reality (VR). In this context, the use of VR technology in architecture was examined first. Later, a three-dimensional interior space environment designed was visualized using computer techniques and experienced by users through a VR headset. In the study, the participant's feelings about the VR experience and their thoughts on the realism of the experience were revealed through the prepared survey questions.
... It is crucial to underline that the immersion effect is, in our view, an index of the simulation's realism, and this is the focal point of this study, as by realism we consider not so much the accuracy of the reflection of some fragment of reality, but realism of the user's subjective experience. Similarly to Steuer et al. (1995), we believe that a sense of immersion can enhance the overall viewing experience, making it feel more real and lifelike. As a result, we can expect psychological states and behaviors similar to real life, as the medium is capable of invoking the illusions of place (a sensation of being in a real place) and plausibility (the illusion that the scenario being depicted is actually occurring) (Slater, 2009). ...
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Laboratory research in the psychology of witness testimony is often criticized for its lack of ecological validity, including the use of unrealistic artificial stimuli to test memory performance. The purpose of our study is to present a method that can provide an intermediary between laboratory research and field studies or naturalistic experiments that are difficult to control and administer. It uses Video-360° technology and virtual reality (VR) equipment, which cuts subjects off from external stimuli and gives them control over the visual field. This can potentially increase the realism of the eyewitness's experience. To test the method, we conducted an experiment comparing the immersion effect, emotional response, and memory performance between subjects who watched a video presenting a mock crime on a head-mounted display (VR goggles; n = 57) and a screen (n = 50). The results suggest that, compared to those who watched the video on a screen, the VR group had a deeper sense of immersion, that is, of being part of the scene presented. At the same time, they were not distracted or cognitively overloaded by the more complex virtual environment, and remembered just as much detail about the crime as those viewing it on the screen. Additionally, we noted significant differences between subjects in ratings of emotions felt during the video. This may suggest that the two formats evoke different types of discrete emotions. Overall, the results confirm the usefulness of the proposed method in witness research.
... Virtual Reality mengacu pada realitas yang disimulasikan yang diciptakan oleh sistem komputer. (Steuer, 1995) VR telah mendapatkan perhatian yang signifikan dalam beberapa tahun terakhir, terutama di sektor pendidikan. Banyak studi telah mengeksplorasi kelayakan dan efektivitas VR dalam meningkatkan pengalaman belajar. ...
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This research explores the utilization of virtual reality (VR) in educational settings and examines current trends, future directions, benefits, and challenges associated with its implementation. The purpose of this library research is to provide an overview of the existing literature on VR and educational research, highlighting the potential of VR technology to enhance traditional teaching methods and improve student engagement, motivation, and learning outcomes. The method used for this research is a comprehensive review and analysis of relevant scholarly articles, books, and reports from academic databases and libraries. The results indicate that VR has been utilized in educational research to create immersive and interactive learning experiences, personalize instruction, bridge the gap between abstract concepts and concrete understanding, and foster critical thinking and problem-solving skills. VR also presents challenges such as cost, accessibility, curriculum integration, teacher training, technical limitations, health and safety concerns, privacy, and ethics. However, the research concludes that with careful planning, adequate resources, and proper support, VR has the potential to revolutionize education and prepare students for a technologically advanced future. Further research and innovation in areas such as immersion, AI integration, collaboration, assessment, accessibility, and ethics are recommended to fully leverage the benefits of VR in educational settings.
... AR technology emerges in the 1990s (Rosenberg, 1992), as researchers explored the shared 3D visual information digitally (Steuer, 1995). Today, AR technology is constantly growing in sophistication. ...
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The prevailing issue of low housing supply is caused in part by a lack of skilled construction workers. If unskilled residents were adequately equipped, they could potentially address this issue, expanding and adapting their homes without professional builders and designers. This research proposes the use of discrete components to build on unused community lands using augmented reality (AR) assisted assembly. Enfield, a low-density community in London, was chosen as the case study location. Modular components, pre-assembled off-site by robots, were designed to form a set of interlocking structures making them easy to install and dismantle. AR-assisted construction integrates design and construction processes, helping to resolve sequencing and flow issues during assembly. A robotic simulator was used to visualise the robotic assembly process and an AR programming was used to guide self-builders with no building experience through assembly. An experiment was set up, where AR-assisted non-professionals use modular components to assemble a 1:2 scale pavilion model. This workflow could encourage individual and community-led building expansions and could be effective in reducing pressure on the construction industry and providing more housing.
... Personalization of different technologies related to teaching and learning is explored in the literature, such as virtual teaching assistants (Benedetto et al., 2019), a multilingual personalized chatbot , and education chatbot with a learning avatar (Vladova et al., 2019). Personalization includes T-bot's ability to provide personalized study material, presentations, videos, and answer individual queries (Kadariya et al., 2019;Riel, 2019; Interactivity is defined as-"the extent to which users can participate in modifying the form and content of a mediated environment in real-time" (Ballantine, 2005;Steuer, 1992). In this study, we consider interactivity as the degree to which students can interact with the T-bot and feel involved with that interaction (Ramachandran, 2019;Thamizhvanan and Xavier, 2013). ...
Article
Purpose The purpose of this paper is to investigate students' adoption intention (ADI) and actual usage (ATU) of artificial intelligence (AI)-based teacher bots (T-bots) for learning using technology adoption model (TAM) and context-specific variables. Design/methodology/approach A mixed-method design is used wherein the quantitative and qualitative approaches were used to explore the adoption of T-bots for learning. Overall, 45 principals/directors/deans/professors were interviewed and NVivo 8.0 was used for interview data analysis. Overall, 1,380 students of higher education institutes were surveyed, and the collected data was analyzed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) technique. Findings The T-bot's ADI’s antecedents found were perceived ease of use, perceived usefulness, personalization, interactivity, perceived trust, anthropomorphism and perceived intelligence. The ADI influences the ATU of T-bots, and its relationship is negatively moderated by stickiness to learn from human teachers in the classroom. It comprehends the insights of senior authorities of the higher education institutions in India toward the adoption of T-bots. Practical implications The research provides distinctive insights for principals, directors and professors in higher education institutes to understand the factors affecting the students' behavioral intention and use of T-bots. The developers and designers of T-bots need to ensure that T-bots are more interactive, provide personalized information to students and ensure the anthropomorphic characteristics of T-bots. The education policymakers can also comprehend the factors of T-bot adoption for developing the policies related to T-bots and their implications in education. Originality/value T-bot is a new disruptive technology in the education sector, and this is the first step in exploring the adoption factors. The TAM model is extended with context-specific factors related to T-bot technology to offer a comprehensive explanatory power to the proposed model. The research outcome provides the unique antecedents of the adoption of T-bots.
... O ortamdaki simüle edilmiş nesnelerle sanki gerçekmiş gibi etkileşime girer. Sanal Gerçeklik, bir kullanıcı tarafından gerçek zamanlı olarak hareket ettirilebilen ve manipüle edilebilen, bilgisayar tarafından oluşturulan bir sanal ortamı tanımlamak için kullanılan bir terimdir (Steuer, 1995). ...
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Fiziksel varlığımızın her öğesinde dijital değişime daha fazla yardımcı olmak için, son yıllarda "Metaverse" olarak bilinen yeni bir kelime gelişti. İnternetin geniş, birleşik, her zaman mevcut ve ortak bir alan olarak her şeyi kapsayan bir vizyonu, meta verilerin merkezinde yer alır. Artık gelişen Web 3.0 teknolojisi ile kendimizi bir simülasyonun içinde bulmaktayız, bu oluşan bilgisayar simülasyonu insanlık için yeni bir dünya anlamını ifade etmektedir. Ancak çok az insan Metaverse ve Sanal Gerçeklik’in, temel ilkelerinin ve açık sorunlarının ne olduğunu gerçekten bilmektedir. Bu çalışmada, perakende operasyonlarında, müşteri tüketimi göz önüne alınarak yapılan dijital gelişmelerin performanslarını nasıl artırabileceği incelenmiştir. Ayrıca, sanal ticaret ortamlarında satın almanın teşvik edilmesi göz önünde bulundurarak hem uygulama tasarımı hem de tüketici davranışı araştırmalarından sanal ticaret üzerine araştırmaları sentezlemek için literatür taraması yapılmıştır. İnceleme boyunca, satın almada etkili faktörler ve önde gelen markalar incelenmiştir. Buna ek olarak, Metaverse teknolojisinin ne olduğu, gelecek yıllarda toplumu neler beklediğini dijital pazarlamada hangi konumda olacağından ve gelecekteki bir trend olarak meta-ticaret önerisi de dahil olmak üzere, sanal ticaret araştırmasının evrimine, çoklu yönlerine ve Metaverse’in sanal marketlere getireceği deneyimlere değinilmiştir.
... This is also called a "mediated sense of presence." [29]. ...
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The ongoing COVID-19 pandemic has resulted in a significant change in the field of architecture and design education. Students and educators have been forced to rapidly adopt virtual courses, and returning to the physical classroom in the near future is still uncertain. This study investigates the recent remote learning experiences of tertiary students in Architecture programs through a questionnaire. In addition to the three dimensions of the community of inquiry (CoI) framework, including teaching, social, and cognitive presences, spatial presence is explored in this research because learners’ presence of space can affect their learning experience. The findings indicate that first- and second-year students have significantly different remote learning experiences than third- to fifth-year students, depending on their experience in face-to-face classes. The extended survey concludes with a discussion of three approaches to reflective learning in online architectural design education. This paper provides systematic knowledge of students’ perceptions of distance learning during the pandemic and contributes to developing smart education environments in architectural pedagogy.
... 3): Denn das Konzept der perceptual immersion kennzeichnet sich durch einen hohen Grad sensorischer Inputs, welche die Sinne des Rezipienten multimodal anregen bzw. überfluten und gerade hierdurch ein ausgeprägtes Gefühl von presence (Steuer 1995) erzeugen. Im Fall dieser perzeptuellen Ausprägung erscheint eine hohe Korrelation mit der SHP als wahrscheinlich 6 , da sich das rezeptive Bewusstsein aufgrund der Qualität und Quantität sensorischer Daten intentional auf ein Jetzt-Moment fokussiert. ...
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Im diesem Artikel werden wir Überlegungen fortführen und präzisieren, die bereits in vorangegangenen Vorträgen und Artikeln formuliert und entwickelt wurden. Präzise geht es hier um das komplexe Verhältnis von bewegtem Bild, dessen Wahrnehmung und den Stellenwert des Gedächtnisses – im Folgenden begriffen als temporaler Zeitmechanismus – innerhalb der Medienrezeption. In diesem Kontext wurde bereits früher die zeitliche Perspektive von medialer Erfahrung konkreter in den Blick genommen und schematisch entwickelt (vgl. Grabbe und Rupert-Kruse 2015), allerdings primär im Kontext filmischer Bilder und deren Rezeption, wobei sich dieser Artikel im Folgenden mit der Funktion der Zeit auf performativer, rezeptiver als auch operativer Ebene des Computer- und Videospiels befassen wird. Orientierend an Edmund Husserls und Dieter Lohmars phänomenologischen Theoriemodellen der Zeitlichkeit und Henri Bergsons Ausführungen zur Dauer soll die Zeitlichkeit des Bewusstseins und der leiblichen Performativität auf die Wahrnehmung eines medialen Zeithorizonts bezogen werden.
... Henviser det fx til en forskel mellem »naturlig« interpersonel kommunikation, ofte beskrevet som face-to-face interaktion, og teknisk medieret kommunikation, og hvordan skal vi i så fald taenke forholdet mellem disse to områder. 2. Skal vi forstå interaktivitet som en egenskab ved mediet, som en kvalitet ved brugerens oplevelse og anvendelse af det, eller som noget, der angår den proces, situation eller kontekst, som kommunikationen udfolder sig i? 3. Hvordan kan interaktivitet måles med henblik på at anvende begrebet som enten et designparameter (se fx Heeter 1989, Steuer 1992, McMillan 2002, som en skala til klassifikation af medieobjekter (fx Goertz 1995, Jensen 1998) eller til kvantitative undersøgelser af kommunikative processer (fx Rafaeli/Sudweeks 1998). 4. Hvilke underparametre eller dimensioner ligger der i begrebet, hvad er relationen mellem dem, og hvordan skal de vaegtes i forhold til hinanden? 5. Endelig er vaerdien af interaktivitet et tilbagevendende -om end ofte skjult -tema. ...
Article
Nielsen presents a range of interactivity definitions from the areas of communication and media studies and discusses their heuristic implications for a dramaturgical thinking of interactivity. In conclusion, Nielsen suggests a basic definition of interactivity from the perspective of systems theory.
... Presence can be divided into two dimensions: liveliness and interactivity. While the first is the technology's ability to produce a sensory-rich mediated environment, the second refers to the degree to which interactors can influence the form or content of the media environment (Steuer, 1993). ...
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This paper approaches agency as the primary mode of involvement with information design. We are particularly interested in the design of information in a digital interface. We consider that agency as a mode of involvement can frame the dimension of information design in a digital interface. In order to do so, the close reading method was applied to investigate how the interface supports the agency on two websites. Personal interest, points of contact, and information processing performed as analytical lenses. The findings suggest that the agency involvement with the information design supports designing the information in its concrete aspect. Information design tends to facilitate the entire scope of the agency in receiving this interface. Mastering action is the most evident due to the haptic dimension of interactivity and its immediate effect on the interface. Thus, recognizing the importance of agency involvement can benefit both the analysis and production of information design.
... This view inherits from the concept of affordances (Dalgarno & Lee, 2010;Gibson, 1979), which we will discuss in more depth in the next section. Within this view, the degree of interactivity and sensorimotor coupling that XR technology can provide is critical in creating a sense of presence (Lallart et al., 2009;Slater & Usoh, 1993;Steuer, 1995). One key aspect of this view is that sensorimotor coupling is fundamental in eliciting a sense of agency, which can be thought of as the experience of controlling one's own actions -more generally, of being the cause of things that happen -and which is considered to be a key part of the experience of the 'self' (Gallagher, 2000;Haggard, 2017). ...
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Extended Reality (XR), encompassing various forms of virtual reality (VR) and augmented reality (AR), has become a powerful experimental tool in consciousness research due to its capability to create holistic and immersive experiences of oneself and surrounding environments through simulation. One hallmark of a successful XR experience is when it elicits a strong sense of presence, which can be thought of as a subjective sense of reality of the self and the world. Although XR research has shed light on many factors that may influence presence (or its absence) in XR environments, there remains much to be discovered about the detailed and diverse phenomenology of presence, and the neurocognitive mechanisms that underlie it. In this chapter, we analyse the concept of presence and relate it to the way in which humans may generate and maintain a stable sense of reality during both natural perception and virtual experiences. We start by reviewing the concept of presence as developed in XR research, covering both factors that may influence presence and potential ways of measuring presence. We then discuss the phenomenological characteristics of presence in human consciousness, drawing on clinical examples where presence is disturbed. Next, we describe two experiments using XR that investigated the effects of sensorimotor contingency and affordances on a specific form of presence related to the sense of objects as really existing in the world, referred to as ‘objecthood’. We then go beyond perceptual presence to discuss the concept of 'conviction about reality', which corresponds to people's beliefs about the reality status of their perceptual experiences. We finish by exploring how the novel XR method of ‘Substitutional Reality’ can allow experimental investigation of these topics, opening new experimental directions for studying presence beyond the ‘as-if’ experience of fully simulated environments.
... The third definition, Opportunity and Challenge of Creati ve Industries in The Era of Global Free Trade  The 3rd International Conference on Creative Industry, Bali -Indonesia, 11-12 August 2015  3 virtual reality is a virtual world, which the user can enter it without any medium. Arguably, Steuer (1993) defines that "The defintion of virtual reality is based on concepts of "presence" and "telepresence," which refer to the sense of being in an environment, generated by natural or mediated means, respectively." (p. ...
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Complexity of design problems urge planners or architects to find the potency of the place to fulfill user needs. All of those potential aspects define the design of architectural function. To solve the complexity of design problems, architects and planners have to think creative. Creativity can be related to lateral thinking (this phrase firstly introduced by Edward de Bono). Lateral thinking is a process to reach the result; in this case, the result is creativity. Lateral thinking is a process to generate some new ideas out of the common logics and steps. Creativity can be produced by vertical thinking complimented by lateral thinking. The main idea of this paperis torelate the ways of thinking introduced by Edward de Bono to creative process in designing architectural function.Architects and planners as members of creative people can think laterally to bring out creativity. Creativity in designing architectural function solvescomplex design problems by vision of potential chances from some different aspects, such as economic, social, and cultural. The sensibility of the vision may generate unprecedented developments. The developments can deliver the results and advantages out of expectation.
... In terms of strengths, VR's biggest is its telepresence experienced by user's. Telepresence is, "the experience of being present in the environment that is created by a set of technologies" (Steuer, 1992); which can be measured with elements such as "this store would let me easily visualize what the actual store is like" (Park and Im, 2016). Weaknesses presented by VR in the apparel industry include the difficulty developing image models and finding ways to use VR to not only promote the brand image. ...
... In other studies discussing the concept of existence in the virtual environment; (Held & Durlach, 1992;Barfield, Sheridan, & Zeltzer, 1992;Heeter, 1992;Steuer, 1992) It has been seen that the factors that are thought to affect existence are listed as follows: ...
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The rapid development of technology has accelerated the process of integrating technology into learning environments (Çakıroğlu, 2016). It is seen as a result of the current literature studies that the interior architecture education and training process is also affected by these technological developments and related new applications. As in all other professions, it is inevitable that the rapid change in technology will affect the revision and update processes in interior architecture education (Arabacıoğlu & Arabacıoğlu, 2013). Technologies such as ‘Augmented Reality -AR’, ‘Mixed Reality’ (MR) and ‘Virtual Reality’ (VR), which are at the focus of the study, are also It is considered as some of the newtechnological platforms. VR technology enables users to experience a computer-generated virtual world at a level similar to that of physical reality by mentally abstracting from the physical space. Within the scope of the study, it was evaluated that VR technology can also be integrated into interior architecture education. It is thought that VR will help to convey the interior structure details, which are the components of the space and the components of the space, to interior architecture students more accurately, so that the students will better and quickly understand the aforementioned subjects. For these reasons, it has been evaluated that the need to integrate the VR system into the interior architecture education process has emerged.
... To specifically differentiate cybersickness as an occurring condition, we must clearly define what constitutes VR. Electronic environment simulations experienced via a headmounted display that enables the end-user interaction in realistic three-dimensional situations is considered VR [20]. These simulations enable users to interact with an artificial 3D visual or another sensory environment by the use of computer simulation and modeling [21]. ...
Article
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Virtual reality (VR) has the potential to be applied in many fields, including medicine, education, scientific research. The e-health impact of VR on medical therapy for people cannot be ignored, but participants reported problems using them, as the capabilities and limitations of users can greatly affect the effectiveness and usability of the VR in rehabilitation. Previous studies of VR have focused on the development and use of the technology itself, and it is only in recent years that emphasis has been placed on usability problems that include the human factor. In this research, different ways of adapting interaction in VR were tested. One approach was focused on means of navigating through a VR, while the second dealt with the impact of the amount of animation and moving elements through a series of tests. In conclusion, the way of navigation and the amount of animation and moving elements, as well as their combination, are proven to have a great influence on the use of VR systems for rehabilitation. There is a possibility to reduce the occurrence of problems related to cybersickness if the results of this research are taken into consideration and applied from an early stage of designing VR rehabilitation applications.
... Website interactivity centers on factors such as reciprocity, attentiveness and attractiveness (Palla & Zotos, 2013). A frequently cited definition by Steurer, (2000) states that web interactivity is the degree to which website users can take part in altering the form and content of a technology-mediated environment in real time. A more comprehensive definition of interactivity was given by Johnson et al., 2006 which states that it is the extent to which an actor involved in a communication episode perceives the communication to be reciprocal, responsive, speedy and characterized by the use of nonverbal communication. ...
Article
The purpose of the study was to examine the influence of web interactivity and brand experience on the perceived brand value of guest houses, and ultimately, affective commitment toward guest houses. A questionnaire was used to collect data from guest house customers, yielding a total of 300 responses suitable for analysis. Structural Equation Modeling was used to test the hypotheses. The results revealed that web interactive elements of social interactivity, active control and synchronicity positively influence brand awareness, however, both social interactivity and active control influence brand image. Results also confirmed that brand awareness influences brand image. Brand experience and brand image also had an influence on perceived brand value, with the latter influencing affective commitment. Guesthouses owners are recommended to have websites that allow two-way communication. Websites should also have embedded features such as effective navigation tools which allow for active control.
... Virtual reality exposure therapy (VRET) can overcome some of these challenges. In VRET the phobic situation is generated by a computer using VR technology rather than by the natural environment (Stever, 1992). This can provide easy access to a wide range of exposure exercises without leaving the therapist office. ...
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In the current study, we examined the role of expectancy violation and retrospective reasoning about the absence of feared outcomes in virtual reality exposure therapy (VRET). Participants fearful of public speaking were asked to give speeches in virtual reality. We asked each participant individually to report their expectancies about feared outcomes in public speaking situations and which of these could be tested in VRET. Each of the expectancies was categorized as being related to: (1) participants’ own reactions, (2) (overt) reactions of the audience, or (3) (covert) negative evaluation. We examined whether the proportion of testable expectancies could predict treatment outcome and which type of expectancies were evaluated as being more testable in VRET. Additionally, we experimentally manipulated retrospective reasoning about whether or not expectancies related to the overt reactions of the audience could be violated by providing verbal information after VRET about whether or not the virtual audience was interactive. A reduction in public speaking anxiety was observed from pre- to post-VRET. Treatment effects were, however, not predicted by the individually reported proportions of testable expectancies. Participants evaluated expectancies about their own reactions as being more testable in VRET compared to expectancies about reactions of the audience or about being negatively evaluated. In addition, we did not find evidence that the experimental manipulation regarding whether or not the audience was interactive influenced treatment effects. In conclusion, the results of the current study suggest that the effects of VRET are not univocally explained by the mechanism of expectancy violation.
Article
The relevance of this research is due to the growing commercialization and integration of "virtual reality" (VR) technology into everyday life and science, which requires understanding its impact on the user's experience and the construction of human subjectivity, as well as the potential for modifying human interaction with the outside world. Scientists are discussing the potential of VR and expressing the need for it to open the doors to a new era for humanity as soon as possible. In this context, critical analysis and philosophical reflection on the development of virtual reality technology and the possible impact on human life become extremely relevant and topical. The subject of the study is the content and transformation of the subject of reality in the virtual space through mediatization. The object of the study is virtual reality The work is based on the deconstruction method based on the principles of interpreting what is read without distorting the meaning. With his help, the most significant and appropriate fragments were selected for scientific understanding and research of the phenomenon. As a result of the study, it was found that the informatization of the subject in the process of interaction with the virtual reality environment, a person as a subject is no longer an isolated substance, but expresses his existence through informatization.The concept of "virtual personal presence" provides a person with a framework for ontological expansion in the virtual dimension, therefore, the activity of virtual reality has a profound influence on the subjective construction of a person, characterized by posthumanistic features. Along with this, such influence at the level of ontology is mainly manifested in the virtualization and informatization of the subject. Virtualization of the subject not only shows the expansion of subjectivity in the virtual dimension, but also expresses that it always retains an ever-changing, plastic potential; informatization of the subject implies that in the activity of virtual reality, the subject represents his existence in the form of a specific information structure.
Chapter
The domain of extended reality (XR) has undergone considerable advancements and has brought forth an assortment of gaming experiences that cater to both hedonic and utilitarian contexts. In this chapter, we delve into the various aspects of XR technologies and explore their potential for making their highly immersive gaming experiences more accessible to audiences across diverse levels. We examine the technological innovations that have broadened the scope of XR and discuss its growing influence in the gaming industry. Moreover, we explore the remarkable impact of virtual reality (VR) on gaming, analyzing its potential for engaging players while highlighting the challenges it poses. Lastly, we outline the design directives and constraints for XR game applications that can be used by individuals with different conditions or those seeking to engage in such games. Finally, we emphasize the essentiality of accessibility and inclusivity in the development and deployment of XR game technologies, particularly in the gaming sector. Through this comprehensive overview, we aim to shed light on the multifaceted roles and transformative potential of XR in contemporary society.
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Virtual Reality (VR) is a trend in journalism since 2015, and even though it became popular fast, there is still a lot of experimental and exploratory work going on, both in practice and in research. This chapter starts with relevant and necessary definitions for key concepts and aims at analyzing the opportunities VR brings to cross-border journalism. Based on an unsystematic analysis of some VR journalism productions and discussions with several professionals, the chapter answers the following questions: What is the added-value of VR in cross-border journalism and which borders can be crossed using this technology (e.g., geographical, psychological, professional)?
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This study aims to provide information about virtual reality media that can be used as information about interior learning, especially furniture joints. This project uses an experimental method to create a prototype in the form of virtual reality in which there will be several furniture connections that can be used as learning media. This study uses the main software, namely Unity, which is used as the basic software in virtual reality, as well as additional software that is used as a furniture connection modelling application. Its implementation will later use additional hardware, namely oculus. The results obtained from this study are that student’s interest in the learning process using new media, is more interesting because it can create different alternative learning media than before, by using virtual reality facilities. The use of virtual reality in furniture connections provides significant benefits to students in the learning process. It removes the physical barrier of choosing a good joint to use and helps users make better decisions. As virtual reality technology continues to evolve, it is hoped that a more realistic and immersive furniture joinery learning experience will become more accessible and provide greater benefits to all involved.
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Pada era modern saat ini, sektor pariwisata memiliki peran strategis dalam pembangunan ekonomi nasional. Hal ini dibuktikan dengan posisi sektor pariwisata sebagai sumber devisa negara terbesar ketiga setelah kegiatan ekspor dan perdagangan jasa. Beberapa tahun kedepan, sektor pariwisata ditargetkan menjadi sumber devisa pertama dalam perekonomian nasional. Sejalan dengan rencana tersebut, pemerintah telah melakukan pemfokusan pengembangan pariwisata dengan mengalokasikan anggaran sebesar Rp 10,17 Triliun pada APBN 2020. Namun, nyatanya dalam pengembangan industri pariwisata masih terdapat persoalan, yaitu persoalan promosi dan pemasaran yang belum optimal.Selain itu, dengan adanya pandemi COVID-19 saat ini sangat berpengaruh pada kinerja sektor pariwisata dikarenakan banyak lokasi pariwisata yang tutup dan wisatawan tidak dapat berwisata secara langsung.Maka dari itu, perlu adanya solusi dalam mengatasi persoalan industri pariwisata saat ini.Solusi Teknologi Informasi dan Komunikasi (TIK) memiliki potensi untuk membantu mengatasi persoalan yang ada. Pada karya tulis ini, penulis mengkaji permasalahan promosi dan pemasaran pariwisata di Kabupaten Banyuwangi serta menjelaskan pengembangan fitur 360 Virtual Tour pada aplikasi Banyuwangi Tourism sebagai upaya peningkatan kualitas promosi pariwisata. Metodologi penelitian yang digunakan adalah research and development. Jenis data yang diperoleh adalah data kualitatif dan kuantitatif.Teknik analisis data menggunakan analisis deskriptif kualitatif. Adapun hasil dari karya tulis ini adalah pengembangan fitur 360 Virtual Tour pada aplikasi Banyuwangi Tourism. Inovasi teknologi tersebut berpotensi menghasilkan media promosi pariwisata yang inovatif dan komunikatif dengan jangkauan yang luas.Diharapkan dari pengembangan tersebut dapat meningkatkan kualitas promosi dan minat kunjungan wisatawan terhadap objek wisata di Kabupaten Banyuwangi selama masa pandemi COVID-19.
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Head-mounted displays offering 6° of freedom have not been sufficiently researched in terms of their impact on users’ learning and skills. The issue is multi-dimensional, heterogeneous, and complex. The paper presents a scoping review aiming to map and review the existing literature on the matter. The areas in which they have been mostly used, the benefits, and the negative effects they may have had, were examined. Eighty-seven articles were identified and analyzed. Out of them, only fourteen were considered as having adequate statistical power. Most had relatively small sample sizes and number of interventions, while university students were the most frequent target group. The review identified a total of twenty-seven distinct learning domains in which head-mounted displays offering six degrees of freedom were applied, with medical science being the most common one. The results in the reviewed papers (in terms of knowledge or skills) demonstrated that these devices outperform other tools. Moreover, they appear to have a positive effect on users’ engagement, motivation to learn, immersion, and enjoyment.
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