Systematic Literature Review on User Logging in Virtual Reality

Author(s):  
Antti Luoto
2018 ◽  
Vol 127 ◽  
pp. 252-266 ◽  
Author(s):  
Zhenan Feng ◽  
Vicente A. González ◽  
Robert Amor ◽  
Ruggiero Lovreglio ◽  
Guillermo Cabrera-Guerrero

2019 ◽  
Vol 19 (1) ◽  
pp. 11-25 ◽  
Author(s):  
Rômulo Santos Silva ◽  
Artur Martins Mol ◽  
Lucila Ishitani

The use of technologies by the elderly is still restricted, especially concerning recent technologies. To better understand the older user experience, while using virtual reality technology, we performed a Systematic Literature Review. The databases selected for research were the digital libraries of ACM, IEEE, Science Direct and Google Scholar. During the literature review, we col- lected information about the characteristics of the participants of the studies selected, the experiences reported about the use of technology, the research method used, the technologies chosen for the tests, the results obtained and future work suggested. The main contributions of this work were to identify the state of art of virtual and augmented reality for older people, the possible applications of these technologies to them, the most used devices and also the considerations reported by previous experiences.


2018 ◽  
Vol 25 (1) ◽  
pp. 67 ◽  
Author(s):  
Rian Dutra da Cunha ◽  
Frâncila Weidt Neiva ◽  
Rodrigo Luis de Souza da Silva

Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasses intellectual and physical disabilities. There is still no consensus on the effectiveness of VR-based treatments. Virtual reality can offer rich environment and features, but most of the researches focuses only in the experience to be inside a virtual place without taking advantage of what benefits VR provide us. Furthermore, most of our selected studies used non-immersive VR and AR. Thus, immersive VR is an open field with many opportunities to be explored. We believe VR has great potential to be effective in the treatment of people with intellectual and multiple disabilities.


2019 ◽  
Vol 53 (8) ◽  
pp. 1585-1611 ◽  
Author(s):  
Kirsten Cowan ◽  
Seth Ketron

Purpose Virtual reality (VR) is of increasing interest to marketers because it can be used to explore and proactively shape long-term futures, co-create value with consumers, and foster consumer-brand engagement. Yet, to date, the field lacks a cohesive framework for approaching VR research; thus, the objective of this systematic literature review is to provide such a framework and highlight research opportunities. Design/methodology/approach First, after conducting a systematic literature review, we highlight VR themes instrumental to flow and propose a typology for VR research using realism-fantasy and immersion as dimensions. Next, we review the current state of empirical research for each quadrant. Finally, we synthesize research within each quadrant, specifying criteria and considerations for conducting research. In doing so, we propose an agenda for marketing research, centered on methodological, future studies, and consumer-related contributions. Findings VR themes instrumental to flow include the avatar, application quality, and interactivity. We find, contrary to some conceptualizations of VR, that all applications are capable of producing flow. Conflicting research and gaps are highlighted in the findings section and summarized in Table III. Additionally, while prior research seems to draw from findings of other VR applications in advancing knowledge in general, the results of the literature review suggest that VR applications should be treated uniquely. Finally, we propose highly immersive VR applications as more conducive to future studies research. Research limitations/implications Scholars can utilize the findings to prioritize future research studies in marketing. By following the typology and research opportunities, scholars can advance marketing theory and enhance the external validity of research studies through VR applications. Practical implications Managers can utilize the findings to ascertain consumers and societies‘ responses to various marketing stimuli, with implications for product development, branding, retail/service experiences, adoption of new technologies, tourism, and many other domains. VR applications offer managers more ways of testing concepts and processes in realistic fashion without the costs and risks associated with more traditional methods. Originality/value The objective of this paper is to examine varying opportunities for VR research given flow and fantasy potential and to prioritize VR research.


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