scholarly journals Virtual look around: comparing presence, cybersickness and usability for virtual tours across different devices

2021 ◽  
Vol 12 (1) ◽  
pp. 191-205
Author(s):  
Jean Felipe Patikowski Cheiran ◽  
Adriel Rodrigues ◽  
Marcelo Soares Pimenta

Virtual Reality has become readily available in the last few years through different devices, from desktop computers to head­-mounted displays (HMD). Also, virtual tours became popular with 360º panoramic photographs and video clips on online social media, so people could visit remote locations without being exposed to crowded transportation or long travels. Also, virtual tours demonstrate considerable potential as a form of escapism and even for remote teaching. Since we lack studies that evaluate the User Experience (UX) in virtual tours on different devices, this article aims to compare aspects of the User Experience (regarding sense of presence, cybersickness, and usability) in a virtual tour website developed in WebXR across different devices. To achieve our objective, we developed a virtual tour based on 360º pictures using WebXR API and React 360 framework and conducted an experiment with 41 undergraduate students using four different devices: a laptop computer, a smartphone, a Google Cardboard headset, and a Samsung Gear VR HMD. We evaluated users’ perceptions by adapting and translating the Suitability Evaluation Questionnaire (SEQ) and users’ performance by measuring the time to fulfill a set of tasks. The main findings from this study include that (i) the overall self-­reported experience using Google Cardboard is worse than using other devices, (ii) the users’ performance is quite similar between the platforms, (iii) there is evidence of unexpected cybersickness symptoms in tests with the smartphone, and (iv) the development of a plausible hypothesis concerning low usability having an effect upon the sense of presence. Additional contributions of our research are the adaptation, translation into Portuguese, psychometric analysis, and revised scoring procedures of the SEQ.

Author(s):  
Aleshia T. Hayes ◽  
Carrie L. Straub ◽  
Lisa A. Dieker ◽  
Charlie E. Hughes ◽  
Michael C. Hynes

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivE™ is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivE™ are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivE™ in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.


2021 ◽  
Vol 5 (1) ◽  
pp. 542
Author(s):  
Geminastiti Sakkir ◽  
Syarifuddin Dollah ◽  
Safnil Arsyad ◽  
Jamaluddin Ahmad

This research is aiming at giving a contribution to the lecturers’ knowledge on the design materials in using social media Facebook in teaching writing process to English Department students. Before conducted the developing module for Facebook-based writing instructional course, we surveyed and explored the student’s need. The stages of this research consisted of need analysis and document analysis. We conducted needs analysis to 141 English students and 2 lecturers of writing. Data were collected using need analysis questionnaire and interview. The analyzed documents in this research were lesson plan, syllabus and the existing textbooks. The data from questionnaire and interview were analyzed in quantitative and qualitative methods. The results concluded that: first, needs analysis is the basic of developing module for Facebook-based writing instructional course, in order that the material can be related to the students’ needs, levels and lecturers’ perception. The result of students need found urgent to develop module for facebook-based writing instructional course through the following criteria of interactive, self-contained, user friendly, online supporting, online social media, authentic, environmentally friendly, formal and informal environments, online evaluation, presented in visual  aids, support  and facilitate the students’  academic and non-academic writing activities, topics of the materials should be interesting which provides a cultural background of students, the materials should be implemented by applying vocabulary, reading texts, grammar and basic skills in writing process, implemented in beginner level (Writing 1), used in class and out- class and the materials globally/ international context. Second, the lecturers’ desires in teaching writing are to improve the students’ skill to comprehend the materials. Third, the existing materials are unsuitable for the students, they prefer learning facilitated by electronic social media, Facebook, so they will more motivate in write.


2020 ◽  
Vol 12 (2) ◽  
pp. 1-21
Author(s):  
Helge Nissen ◽  
Monique Janneck

Participants increasingly use mobile devices, especially smartphones, to fill out online questionnaires. However, standard questionnaire templates are often not optimized for presentation on smartphones, raising the question of whether an unfavorable layout may influence the survey results. In this study, interaction with questionnaires on different devices was investigated regarding processing time, data quality, and user experience of the questionnaire itself. Several standard and newly developed questionnaire layout templates were evaluated by means of an online study (N=301). Results show that processing times are higher on smartphones compared to desktop computers. However, there were no differences regarding data quality. The comparison of different mobile layouts among smartphone users revealed effects on processing time and user experience. Design recommendations are derived.


2019 ◽  
Vol 34 (2) ◽  
pp. 90-99
Author(s):  
Tummatida Pattanapongsa ◽  
Wiroj Jiamjarasrangsi ◽  
Piya Hanvoravongchai ◽  
Dumrongsak Pekthong

Purpose Addressing overweight in the population is an important public health challenge. Use of social media such as Facebook has been proposed as a platform to deliver weight loss interventions to influence behavior change to tackle obesity. The purpose of this paper is to compare the effectiveness of weight loss education and support interventions delivered through online social media (experimental group) vs conventional method (control group). Design/methodology/approach The six-month experimental study comprised of a four-month intervention and a two-month follow up from May 2016 to October 2016. All faculties in a university were randomly selected into the experimental or control group. Then, undergraduate students (n=66) were randomly recruited from each faculty into the corresponding groups (experimental group=33 and control group=33). Both groups received health education and support services through either Facebook or the offline support system. The mean differences of main outcomes including body mass index (BMI) and waist to height ratio (WHtR) between groups at baseline and fourth month and baseline and sixth month were compared using t-test. Findings The results show those in the experimental group had significantly better outcomes in term of BMI and WHtR at the end of four-month intervention with the mean difference (95% CI) at 0.7 (0.1, 1.3) and 0.01 (0.00, 0.01), respectively. The differences at the end of the study, however, became insignificant. Originality/value The health education and support services through Facebook can be used in a weight loss promotion program for BMI and WHtR reduction. On a larger scale to replace conventional programs, a long-term continuous measure is needed.


2020 ◽  
Vol 24 (6) ◽  
pp. 843-859 ◽  
Author(s):  
Lemonia Argyriou ◽  
Daphne Economou ◽  
Vassiliki Bouki

AbstractThree hundred sixty–degree (360°) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360° immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360° immersive video virtual tours is proposed.


2002 ◽  
Vol 26 (5) ◽  
pp. 436-444 ◽  
Author(s):  
Victoria Talwar ◽  
Kang Lee

The present study examined lying behaviour in children between 3 and 7 years of age with two experiments. A temptation resistance paradigm was used in which children were left alone in a room with a music-playing toy placed behind their back. The children were told not to peek at the toy. Most children could not resist the temptation and peeked at the toy. When the experimenter asked them whether they had peeked, about half of the 3-year-olds confessed to their transgression, whereas most older children lied. Näve adult evaluators (undergraduate students and parents) who watched video clips of the children’s responses could not discriminate lie-tellers from nonliars on the basis of their nonverbal expressive behaviours. However, the children were poor at semantic leakage control and adults could correctly identify most of the lie-tellers based on their verbal statements made in the same context as the lie. The combined results regarding children’s verbal and nonverbal leakage control suggest that children under 8 years of age are not fully skilled lie-tellers.


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


10.2196/16106 ◽  
2020 ◽  
Vol 22 (3) ◽  
pp. e16106 ◽  
Author(s):  
Elizabeth Seabrook ◽  
Ryan Kelly ◽  
Fiona Foley ◽  
Stephen Theiler ◽  
Neil Thomas ◽  
...  

Background Regular mindfulness practice has been demonstrated to be beneficial for mental health, but mindfulness can be challenging to adopt, with environmental and personal distractors often cited as challenges. Virtual reality (VR) may address these challenges by providing an immersive environment for practicing mindfulness and by supporting the user to orient attention to the present moment within a tailored virtual setting. However, there is currently a limited understanding of the ways in which VR can support or hinder mindfulness practice. Such an understanding is required to design effective VR apps while ensuring that VR-supported mindfulness is acceptable to end users. Objective This study aimed to explore how VR can support mindfulness practice and to understand user experience issues that may affect the acceptability and efficacy of VR mindfulness for users in the general population. Methods A sample of 37 participants from the general population trialed a VR mindfulness app in a controlled laboratory setting. The VR app presented users with an omnidirectional video of a peaceful forest environment with a guided mindfulness voiceover that was delivered by a male narrator. Scores on the State Mindfulness Scale, Simulator Sickness Questionnaire, and single-item measures of positive and negative emotion and arousal were measured pre- and post-VR for all participants. Qualitative feedback was collected through interviews with a subset of 19 participants. The interviews sought to understand the user experience of mindfulness practice in VR. Results State mindfulness (P<.001; Cohen d=1.80) and positive affect (P=.006; r=.45) significantly increased after using the VR mindfulness app. No notable changes in negative emotion, subjective arousal, or symptoms of simulator sickness were observed across the sample. Participants described the user experience as relaxing, calming, and peaceful. Participants suggested that the use of VR helped them to focus on the present moment by using visual and auditory elements of VR as attentional anchors. The sense of presence in the virtual environment (VE) was identified by participants as being helpful to practicing mindfulness. Interruptions to presence acted as distractors. Some uncomfortable experiences were discussed, primarily in relation to video fidelity and the weight of the VR headset, although these were infrequent and minor. Conclusions This study suggests that an appropriately designed VR app can support mindfulness practice by enhancing state mindfulness and inducing positive affect. VR may help address the challenges of practicing mindfulness by creating a sense of presence in a tailored VE; by allowing users to attend to visual and auditory anchors of their choice; and by reducing the scope of the content in users’ mind-wandering. VR has the unique capability to combine guided mindfulness practice with tailored VEs that lend themselves to support individuals to focus attention on the present moment.


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