Search results for "Real"

showing 10 items of 4449 documents

L'immagine della destinazione turistica come costruzione sociale

2009

immagine destinazione turistica costruzione sociale della realtà sociologia del turismo
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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…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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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…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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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…

immersionSocial Psychologylcsh:T58.5-58.64Computer sciencelcsh:Information technologyCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGvideo gamesVirtual realitycomputer.software_genre050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineVirtual machinevirtual environmentsComputer graphics (images)Immersion (virtual reality)virtual reality0501 psychology and cognitive sciencespresencecomputer030217 neurology & neurosurgery
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Influence of common landmarks between real and virtual worlds on presence feeling

2020

International audience

immersion[SDV.AEN] Life Sciences [q-bio]/Food and Nutrition[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviortactile perception[SDV.NEU.PC] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviorvirtual realitypresence[SDV.AEN]Life Sciences [q-bio]/Food and NutritionComputingMilieux_MISCELLANEOUS
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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…

immersionmielikuvitusluovuusfenomenologiahavaitseminenPsychology (miscellaneous)leikkiminenpsykoanalyysiplayperceptionreality-testingimaginationcreativity
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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

immersiontelepresencehuman-technologyparasocialmediarealismsocial richnesssexuality
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Immersive journalism as storytelling

2018

immersive journalismjournalismiimmersiivinen journalismivirtual realityjournalismvirtuaalitodellisuus
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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…

immersivelong-term studyopetusohjelmat (tietokoneohjelmat)design science researchkehittämistutkimuslearning applicationvirtual reality113 Computer and information sciencesohjelmistokehitysAdvances in Teaching and Learning Technologiesvirtuaalitodellisuus
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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…

influencefamilyphysical activity behaviorsvanhemmuussosiaalinen kognitiophysical activitysocial cognitive theoryinterviewtranstheoretical modelTapaustutkimuskorealaisetamerikkalaisetperhesuhteetkulttuurierotsuomalaisetliikuntaharrastusfyysinen aktiivisuuslapsetmotivointi
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