Search results for "immersive"

showing 10 items of 28 documents

How Does It Feel to Be a Woman Victim of Sexual Harassment? The Effect of 360°-Video-Based Virtual Reality on Empathy and Related Variables.

2021

Sexual harassment (SH) occurs when people-mostly women-are targets of unwanted sexual comments, gestures, or actions associated with a lack of empathy on the part of the offender. Virtual Reality (VR) has been defined as the "ultimate empathy machine" because it allows the user to take other people's perspective. The present work aims to study the effect of a 360°-video-based VR experience (vs. traditional perspective-taking task) on empathy and related concepts (i.e., violent attitude, perspective taking, sense of oneness) toward a female victim of SH in a male sample. A within-subjects design was used with 44 men who experienced both conditions (360° and narrative). Results showed the sup…

AdultMaleSocial Psychologymedia_common.quotation_subjectEmotionsEmpathySettore M-PSI/08 - PSICOLOGIA CLINICAVirtual realityYoung Adultperspective takingSettore M-PSI/01 - PSICOLOGIA GENERALEHumansNarrativesexual harassmentempathyApplied Psychologymedia_commonembodimentCommunicationPerspective (graphical)Virtual RealityGeneral MedicineComputer Science ApplicationsHuman-Computer Interaction360°-video-based VRAggressionImmersive technologyAttitudeSexual HarassmentPerspective-takingHarassmentimmersive technologyEmpathyPsychologySocial psychologyGestureCyberpsychology, behavior and social networking
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The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling

2018

The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…

Cooperative learningoppimisympäristömedia_common.quotation_subjectproblem-focused educationExperiential learningdigital storytellingLiteracyEducationkontekstuaalisuuspelillistäminen3D virtual learning environmentsPedagogyNarrativemedia_commonDigital storytellingongelmalähtöinen oppiminen05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTINGmulti-user virtual environments050301 educationlibraryimmersive learning environmentsGamificationComputer Science ApplicationsMedia- ja viestintätieteet - Media and communicationssecond lifekirjastotperuskoulu3D Virtual Immersive Learning Environments0509 other social sciences050904 information & library sciencesPsychology0503 educationEducational programStorytelling
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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"Having a drink in a bar...!" : contextual effects on drink experience : promises of the immersive approach for studying contextual influences on foo…

2013

The overall aim of the present thesis is to study contextual influences on food behaviour (including variables coming from the environment and from the consumer). To this purpose, an immersive method using a space with physical elements was used, in order to evoke a realistic situation within a laboratory setting. Here, the method consisted in designing an immersive bar evoking the situation of “having a drink in a bar”. Two variants of the bar were created and five studies were implemented in these spaces to study how context influences food choices and evaluation. Our approach consisted in taking the product as central in the link between the consumer and the environment and not as a cont…

Immersive bars[SDV.MHEP] Life Sciences [q-bio]/Human health and pathology[SHS.SOCIO]Humanities and Social Sciences/Sociology[SHS.SOCIO] Humanities and Social Sciences/SociologyContexteContextSémantiqueBoissons[SHS.PSY]Humanities and Social Sciences/PsychologyPerceptive[ SHS.SOCIO ] Humanities and Social Sciences/SociologyProduct experienceExpérience d’un produit[SHS.PSY] Humanities and Social Sciences/PsychologyAffective[ SHS.PSY ] Humanities and Social Sciences/PsychologyPerceptifComportement alimentaire[ SDV.MHEP ] Life Sciences [q-bio]/Human health and pathologyBars immersifsDrinksSemanticFood behaviourAffectif[SDV.MHEP]Life Sciences [q-bio]/Human health and pathology
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A 3D reworking of the urban transformations of Palermo in recent history for a hypothesis of a "City Museum" based on digital visualizations

2021

The objective that drives this research is given by a multitude of information which, in addition to the contribution of technology, allows us to study, analyze, verify and remodel the sites, monuments and evolutions of the city through graphic processes of perspective restitution that start from the analysis of historical photos. The drawing methods, the digital graphic rendering and through the aid of geometric techniques, contribute to the reconstruction of projects and architectures that are now lost, this is possible thanks to the methods of perspective, axonometry and three-dimensional restitution. This remarkable photographic heritage belonging to Palermo, but also to any other city …

Perspective restitution 3D modeling 3D printing Graphic analysis Disappeared architecture Immersive digital visualizationSettore ICAR/17 - Disegno
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2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In section 1.1, we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in section 1.2, we go on to discuss recent evidence indicating that immersion in VR can have psy…

Research ethicsKnowledge managementbusiness.industryComputer science05 social sciencesVirtual realityOnline research methodsApplied ethics050105 experimental psychologyComputer Science Applications03 medical and health sciencesImmersive technology0302 clinical medicineArtificial IntelligenceVirtuality (gaming)0501 psychology and cognitive sciencesEngineering ethicsPsychological manipulationbusiness030217 neurology & neurosurgeryEthical codeFrontiers in Robotics and AI
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Journalism in virtual reality : opportunities and future research challenges

2016

This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…

Research literatureEngineeringimmersive journalism050801 communication & media studiesinnovation journalism02 engineering and technologyjournalismVirtual realitycomputer.software_genreField (computer science)0508 media and communications0202 electrical engineering electronic engineering information engineeringta518lisätty todellisuusmixed realityHCIMultimediabusiness.industry05 social sciencesyhdistetty todellisuus020207 software engineeringMixed realityaugmented realityvirtuaalitodellisuusjournalismivirtual realityAugmented realityJournalismbusinesscomputer
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Redrawing the Past, reimaiging the Future. Gamification project for the reinterpretation of historical architecture

2021

The objectives of the work we present concern the reinterpretation of architectural traces of the past with a "gamification" project for educational laboratories to be activated in schools of different order and grade. The methodology used starts from the 3D-reconstruction of disappeared architectures, urban plots where the stratification lends itself to different interpretations, based on the documentary information found and the hypotheses that can be spent directly from reading the artefact. Then it translates everything into diversified outputs to tell the evolution of the monument and the site and its conjectural reconfiguration: from immersive 3D visualization to 3D printing of modula…

Settore ICAR/17 - DisegnoGamification Immersive Three-dimensional Visualization 3D Printing Unbuilt Architecture.
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An Explorable Immersive Panorama

2012

The immersive panoramas are widely used to provide virtual tours of real scene. Their use covers a wide field of applications: art, industry, space research, topography, forensic investigation and all those systems requiring the exploration of a virtual environment which simulates a real one. Often sophisticated devices are used to perform the panorama acquisition. In this paper, we present an image based immersive panorama requiring low cost devices for the acquisition task and provides an innovative human-computer interaction approach. Many panoramic images of the same location are captured. The visualization system changes the panorama in a transparent way with respect to the user intera…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniPoint (typography)Panoramabusiness.industryComputer sciencemedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONImage processingcomputer.software_genreVisualizationXJ3D Immersive Panorama Panoramic ImageSoftwareData visualizationVirtual machineComputer graphics (images)businessFunction (engineering)computerComputingMethodologies_COMPUTERGRAPHICSmedia_common
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Macchine, media, pensieri e visioni... appunti (molto) sparsi

2020

Immersive art proposes a vision that is the result of a machinic utopia

Settore L-ART/06 - Cinema Fotografia E TelevisioneMachine vision Postcinema Immersive Art
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