scholarly journals Does a presentation Media Influence the Evaluation of Consumer Products? A Comparative Study to Evaluate Virtual Reality, Virtual Reality with Passive Haptics and a Real Setting

Author(s):  
Julia Galán ◽  
Carlos García-García ◽  
Francisco Felip ◽  
Manuel Contero
Author(s):  
Julia Galán ◽  
Francisco Felip ◽  
Carlos García-García ◽  
Manuel Contero

Abstract This research aimed to analyse the influence of presentation means in assessing different household product characteristics and to study the influence of physical contact with the product on that assessment. To this end, the presentation of an armchair in four different means was prepared: two offering the chance to touch the product (real setting and virtual reality with passive haptics) and two not offering the physical interaction possibility (virtual reality and 3D interactive image on a screen). The product was assessed by 128 volunteers (74 men, 54 women) on a semantic scale with 12 bipolar pairs. The results revealed that the presentation means did not influence the overall product assessment, but affected the assessment of 3 of 12 features (weight, size, and aesthetics), where coming into physical contact with the product impacted the assessment of these features. Finally, similar assessments of the product were obtained in both means of visual-only presentation.


Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


Author(s):  
Matthias Kraus ◽  
Hanna Schafer ◽  
Philipp Meschenmoser ◽  
Daniel Schweitzer ◽  
Daniel A. Keim ◽  
...  

2015 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Hande Ayanoğlu ◽  
Emília Duarte ◽  
Júlia Teles

TITLE: Assessment of hazard perception from packages shapes: a comparison of visualization methos ABSTRACT User safety could be increased by package designs that promote an adequate hazard perception. Different methodologies are available to conduct studies about the influence of package variables on users’ perceptions. This paper presents a comparative study of two visualization methods (2D vs 3D) to assess hazard perception from household packages’ shape. Household Packages, Hazard Perception, Virtual Reality


Brachytherapy ◽  
2021 ◽  
Author(s):  
Romain Varnier ◽  
Odile Brière ◽  
Thomas Brouillard ◽  
Isabelle Martel-Lafay ◽  
Anne-Agathe Serre ◽  
...  

2021 ◽  
Author(s):  
Sara Arlati ◽  
Noël Keijsers ◽  
Gabriele Paolini ◽  
Giancarlo Ferrigno ◽  
Marco Sacco

Author(s):  
Roberto Pierdicca ◽  
Emanuele Frontoni ◽  
Maria Paola Puggioni ◽  
Eva Savina Malinverni ◽  
Marina Paolanti

Augmented and virtual reality proved to be valuable solutions to convey contents in a more appealing and interactive way. Given the improvement of mobile and smart devices in terms of both usability and computational power, contents can be easily conveyed with a realism level never reached in the past. Despite the tremendous number of researches related with the presentation of new fascinating applications of ancient goods and artifacts augmentation, few papers are focusing on the real effect these tools have on learning. Within the framework of SmartMarca project, this chapter focuses on assessing the potential of AR/VR applications specifically designed for cultural heritage. Tests have been conducted on classrooms of teenagers to whom different learning approaches served as an evaluation method about the effectiveness of using these technologies for the education process. The chapter argues on the necessity of developing new tools to enable users to become producers of contents of AR/VR experiences.


2019 ◽  
Vol 10 ◽  
Author(s):  
Adrián Borrego ◽  
Jorge Latorre ◽  
Mariano Alcañiz ◽  
Roberto Llorens

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