Meta-Analysis of Global Activities in Augmented Reality (AR) and Virtual Reality (VR)

Author(s):  
Johan Pognon ◽  
Jacques Chi ◽  
Alexandre Salabert ◽  
Kangsoo Kim ◽  
Si Jung Kim
2020 ◽  
Vol 21 (1) ◽  
pp. 15-30
Author(s):  
Lena Jingen Liang ◽  
Statia Elliot

The application of augmented reality in tourism is flourishing and promising, bringing an emerging body of studies. While virtual reality might be a virtual threat to the travel and tourism as being a potential substitute, augmented reality allows users to interact with the real environment that could potentially enhance visitors’ experience. Distinguishing from reviews that combine studies of augmented reality and virtual reality, this study systematically investigates the current state of augmented reality research exclusively in the tourism literature. The results identify five established and emerging research clusters, with one predominant cluster that focuses on user acceptance of augmented reality, commonly applying the technology acceptance model. A meta-analysis of a subset of four empirical studies reveals that perceived ease of use has an overall influence of 52.79% on perceived usefulness. Lastly, a concept map visually presents the constructs that have been explored across the clusters. Based on our review, future research directions are proposed to advance knowledge in the emerging area of gamification, to explore the potential negative consequences of augmented reality, and to apply more innovative methods and study designs.


Author(s):  
Alexandra D. Kaplan ◽  
Jessica Cruit ◽  
Mica Endsley ◽  
Suzanne M. Beers ◽  
Ben D. Sawyer ◽  
...  

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


Sign in / Sign up

Export Citation Format

Share Document