Search results for "Real"
showing 10 items of 4449 documents
L'immagine della destinazione turistica come costruzione sociale
2009
Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices
2016
Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…
Assisting immersive virtual reality development with user experience design approach
2017
In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…
Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence
2016
The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…
Influence of common landmarks between real and virtual worlds on presence feeling
2020
International audience
Being Carried Away : Fink and Winnicott on the Locus of Playing
2021
Abstract The article investigates the question of the experiential location of the area of play, comparing the accounts of Eugen Fink and Donald Winnicott. It argues that while Fink builds on the phenomenological distinction between subjective phantasy and external perception, and accordingly introduces the area of play as a hybrid realm, a peculiar combination of the two, Winnicott considers the area of play as something that underlies and developmentally precedes the experiential differentiation between phantasy and external reality. While from Fink’s viewpoint Winnicott’s model neglects a central phenomenological distinction, from Winnicott’s viewpoint Fink’s account, in turn, appears ad…
Telepresence and Sexuality: A Review and a Call to Scholars
2013
Scholars have examined the phenomenon of telepresence, a perceptual illusion of nonmediation experienced by media users, in a wide variety of contexts. This paper explores telepresence theory and research in the rarely examined but important context of sexually arousing media content. After defining key concepts, the paper presents reasons scholars should study telepresence in the context of sexuality, reviews the evolution of relevant media technologies and the nature of relevant telepresence responses, and considers potential theoretical contributions and avenues for future research in interpersonal communication, media studies, and presence scholarship. peerReviewed
Immersive journalism as storytelling
2018
Immersive Virtual Reality Education Application : Four Development Iterations along Design Science Research Methodology
2022
This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multiple iterations. Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this. In addition, 360 photos and videos were found to be easy and cost-efficient ways to increase personalization of VR applications. The re…
Mother's and daughter's : interplay of physical activity with personal, behavioral, and environmental factors
2017
The purpose of this study was to explore the family dynamics in order to further understand and discover through interviews a parent and their children's behaviors in the topic area of physical activity choices. A narrative case study approach was taken to look into each family's experiences in order to better understand their motivations behind physical activity and to make conclusions of the social, environmental, and behavioral dynamics. Semi-structured interviews were completed with the parent and then with the child individually for a total of three families and four children. Family A is from South Korea living in Finland, family B is from Finland and living in Finland, family C is or…