A Flow Experience Analysis on the Virtual Reality Artwork

Author(s):  
Meng-Hsuan Huang ◽  
Saiau-Yue Tsau
2021 ◽  
Vol 15 (04) ◽  
pp. 539-559
Author(s):  
Carolin Strassmann ◽  
Alexander Arntz ◽  
Sabrina C. Eimler

As environmental pollution continues to expand, new ways for raising awareness for the consequences need to be explored. Virtual reality has emerged as an effective tool for behavioral change. This paper investigates if virtual reality applications controlled through physical activity can support an even stronger effect, because they enhance attention and recall performance by stimulating working memory through motor functions. This was tested in an experimental study ([Formula: see text]) using a virtual reality head-mounted display in combination with the ICAROS fitness device enabling participants to explore either a plastic-polluted or a non-polluted sea. Results indicated that using a regular controller elicits more presence and a more intense Flow experience than the ICAROS condition, which people controlled via their physical activity. Moreover, the plastic-polluted stimulus was more effective in inducing people’s stated tendency to change their attitude than a non-polluted sea.


Author(s):  
Emrah Akman ◽  
Recep Çakır

The purpose of the study is; to evaluate a game developed by using virtual reality technology in the teaching of fractions which is one of the most difficult topics in the fourth-grade mathematics curriculum, according to the opinions of pupils. An educational virtual reality game (Keşfet Kurtul) was developed for the study. Dur-ing the development of the game, the ideas of experts were utilized and flow theo-ry was taken into account. The educational virtual reality game was developed in the light of the flow theory. The research was carried out in a school in Samsun with 4th grade pupils. The game was evaluated by the pupils in terms of overall evaluation, challenge-skills balance, concentration on the task, clear goals, sense of control, action-awareness merging, loss of self-consciousness, transformation of time, unambiguous feedback and autotelic experience. As a result, the educa-tional virtual reality game Keşfet Kurtul is a digital learning environment that pu-pils enjoyed a lot. It has been determined that all tasks except the "radio" task, and in general the game itself, provide flow experience. It is proposed to redesign just one task of the game in terms of challenge-skills balance and clear goals. It's sug-gested that in experimental studies, different variables can be examined.


Author(s):  
Wei-Ying Wang ◽  
◽  
Li-Chu Tien ◽  
Yu-Qi Du

Based on the theory of immersion, this article explores the influence of the school's organizational innovation atmosphere on the improvement of college students' artistic creativity. Use AMOS data analysis to verify the impact of the school’s organizational innovation atmosphere and flow experience on college students’ artistic creativity? Explore new ways to use virtual reality technology to improve university art professional education, apply virtual reality technology to university art professional education, and provide a more modern and innovative atmosphere for art professional education. Discuss how virtual reality can play a greater potential in the process of art professional education, create an artistic conception of flow experience for college students, stimulate their artistic creativity, and improve the quality of art professional education. Explore the ways that virtual reality technology can help art students to improve their artistic creativity.


Author(s):  
Lazaros Michailidis ◽  
Jesus Lucas Barcias ◽  
Fred Charles ◽  
Xun He ◽  
Emili Balaguer-Ballester

2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xuesong Zhai ◽  
Fahad Asmi ◽  
Jing Yuan ◽  
Muhammad Azfar Anwar ◽  
Nabia Luqman Siddiquei ◽  
...  

Virtual Reality games create an interactive platform for gaming and education for young people. While some longitudinal study has studied the beneficial effects of VR games on learning, the problematic use of VR games by a significant number of learners has become increasingly serious. The current study investigated the mediating effect of behavioral desire and moderation of cyber aggression on consumers’ VAD, which contributes to behavioral and psychological urge to use VR games. Data are from 367 VR games users collected. Findings suggest that behavioral desire influences addictive behavior in the presence of a positive flow experience. Furthermore, theoretical and practical implications in the context of VR-based games are also discussed in this current research.


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