The impact of virtual reality technology on tourists’ experience: a textual data analysis

2020 ◽  
Vol 24 (18) ◽  
pp. 13879-13892 ◽  
Author(s):  
M. Rosario González-Rodríguez ◽  
M. Carmen Díaz-Fernández ◽  
Miguel Ángel Pino-Mejías
2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


2003 ◽  
Author(s):  
Joseph V. Gardner ◽  
Timothy Warner ◽  
M. Duane Nellis ◽  
Tomas Brandtberg

2021 ◽  
Vol 23 (08) ◽  
pp. 31-38
Author(s):  
Siddharth Jain ◽  

Construction 4.0 (a concept of Industry 4.0) is an ongoing transformation that aims at digitalization and automation of traditional construction and industrial practices using modern smart technology. The technological development especially of the construction sector is of utmost importance to meet the requirements of rapid construction projects aiming at quality work, increased productivity, and cost savings. One such technology that has come to the limelight is Virtual Reality (VR), which is a computer-generated smart environment that is artificially created using various types of hardware and software. This smart environment is created to resemble a real-life structure that can be explored, visualized, and interacted with by users using electronic devices for better decisionmaking before actual construction. The purpose of this paper is to design a Virtual Reality model using Building Information Modelling (BIM) and to examine the impact and influence of Virtual Reality Technology in the Indian construction industry with the help of a questionnaire survey. This study provides necessary information for implementing Virtual Reality technology in the construction industry. The results of this study provide a research road map to researchers for their future efforts.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Xi Xu ◽  
Zhenhua He

The advent of the digital age has had a profound impact on people’s lives, and therefore began to add virtual reality content to the art classes of school students, aiming to continuously adapt to the needs of the times for art classes and aesthetics. In order to explore the status quo of the virtual reality technology based on the modern boom in the students’ appreciation of painting ability, In this paper, literature analysis, collect data from the old model model reconstruction method and questionnaire, analyze the effect of virtual reality technology for students to appreciate the impact of, simplifies the algorithm. And create appreciation for the culture of virtual experiment platform. In studying the impact of virtual reality technology on appreciating ability, 25% of boys are selected and 75% of girls are selected. 85% of the people who own personal computers conducted experiments, and the results showed that 60% of students log in for 1.5-4 hours, 19% of students log in for 4-9 hours, and 15% of students log in for 9-14 hours. The number of students who log in for more than 14 hours only accounts for 6%. Frequent participation in the appreciation ability through the network model is significantly different from the general painting course appreciation ability, and the performance is extremely significant. In addition, the students’ overall affirmation level of information ability is 4.0, which is significantly higher than the even value of the 5.0 scale, which shows that the improvement of college students’ painting appreciation ability through the network virtual platform is huge. It is basically realized that starting from the acquisition and processing of virtual platform information, a virtual platform model that has a substantial improvement in students’ appreciative ability is designed.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Yuying Wang

Clinical thinking is not only the basis and premise of clinical reasoning and decision-making, but the necessary quality to cultivate reliable, responsible, and emotional excellent doctors. Virtual reality technology provides a real clinical learning environment for medical students, which can bridge the gap between medical theory and medical practice and save educational resources. Virtual reality is helpful to cultivate medical students’ clinical thinking and prepare for their clinical practice. Through the deconstruction of clinical thinking, this paper determines the connotation and constituent elements of clinical thinking, puts forward the model framework for virtual reality technology to promote the development of medical students’ clinical thinking, and explains the impact of virtual reality technology on the development of medical students’ clinical thinking, clinical reasoning, and critical thinking from the aspects of virtual reality situation, teaching activities, and virtual reality characteristics.


2020 ◽  
Author(s):  
reza roshanpour ◽  
Mohammad Hazegh Nikroo

Abstract Background:The rise of obesity creates a critical health problem in childhood which can establish obesity in adulthood. It is significant in the first years of life to participate in physical activity program. In other words, children have to perform physical activity for preventing obesity and toward reducing obesity in adulthood. In this regard, it seems to be important in elementary schools. In this regard, interventions were used to perform physical activity. We have utilized virtual reality and gamification as an intervention to increase motivation for exerting physical activity in elementary school. In reality, three critical areas have been identified to enhance quality physical education program include Promoting intrinsic motivation, enhancing perceived physical competence, and creating a mastery-oriented physical-activity environment.Methods:Mixed quantitative and qualitative study to specify the effects of integration gamification and virtual reality in the physical activity program was used. Analyses were conducted using IBM Statistics SPSS 25.0 software. Also, we used independent-samples T-test to compare results.Results: Total of 25 elementary students participated in our study.This study performed about combination of gamification and virtual reality games. we divided all the students into diverse groups.Results indicated the use of virtual reality and gamification could enhance motivation in children to perform physical activity in school.Conclusion:Virtual reality technology and gamification on physical activity environments had a positive effect on the motivation of elementary students.virtual reality and gamification on motivation leads students to achieve higher levels of engagement in performing physical activity.


2019 ◽  
Author(s):  
Andrea Batch ◽  
Andrew Cunningham ◽  
Maxime Cordeil ◽  
Niklas Elmqvist ◽  
Tim Dwyer ◽  
...  

Immersive analytics turns the very space surrounding the user into a canvas for data analysis, supporting human cognitive abilities in myriad ways. We present the results of a design study, contextual inquiry, and longitudinal evaluation involving professional economists using a Virtual Reality (VR) system for multidimensional visualization to explore actual economic data. Results from our preregistered evaluation highlight the varied use of space depending on context (exploration vs. presentation), the organization of space to support work, and the impact of immersion on navigation and orientation in the 3D analysis space.


2018 ◽  
Vol 13 (1) ◽  
Author(s):  
Ibrahim Jawad Kadhim ◽  
Zahra Mohamed Mosa

due to the major technological development happened in the last 20 years, technology had great role in changing the architectural constants and classifying its priorities. Many studies focused on technology notion and its application in architecture. But they did not focus on the rule of technology to realize Human reliance on internal and external spaces in which the people spend most of their time in.The information technology with its developments has great impact on actions & behaviors of human beings. Here the research idea in “Lack of sufficient scientific knowledge about the impact of technology of virtual reality to achieve the existential nature of the personality in virtual space. The search aimed to discuss "Clarifying the role of virtual reality technology to establish an internal virtual theoretical framework of space which seeks to achieve human existential lost in realistic space achieving the goal required having Comprehensive theoretical framework .This theoretical framework as a first stage of theoretical framework .The second stage of tries to clarify the main levels of the practical study to clarify truth fullness of indicators achieved through out:selecting items of theoretical framework. The final conclusions of the research which include theoretical framework conclusions, application results conclusions.


Sign in / Sign up

Export Citation Format

Share Document