27,300 research outputs found
Exploring Factors of Media Characteristic Influencing Flow in Learning Through Virtual Worlds
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After the exploratory factor analysis, to extract media characteristics of virtual worlds, seventy-eight elementary students who are eleven years old were used in the analysis of exploring relationships between factors influencing flow.
The results of this study show that distinct media characteristics of virtual worlds affecting engagement were labeled \u27interactivity\u27, \u27representational fidelity\u27, \u27immediacy of communication\u27, \u27consistency\u27, and \u27persistence\u27 after the exploratory factor analysis. Another result of this study is that the media characteristics are positively correlated: when students effectively recognize media characteristics, the level of flow is also high. In addition, virtual worlds\u27 characteristics have a significantly consistent predictability on learnersâ flow, which is consistent with previous research that demonstrated media characteristics were a critical factor for influencing engagement. Lastly, factors of media characteristics such as \u27immediacy of communication\u27, \u27consistency\u27 and \u27persistence\u27 are related to flow, but don\u27t have an influence on causality, so it is difficult to assert that these factors predict learnerâs engagement. However, other factors such as \u27interactivity\u27 and \u27representational fidelity\u27 are significant factors that predict flow in learning through virtual worlds
The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity
Virtual reality (VR) technologies enable a new media consumption experience. Although VRâs origins trace back at least to the 1960s, it is still unclear how VRâs postulated key features immersion, presence, and interactivity contribute to that experience. Furthermore, it is unclear whether flow as a construct closely related to immersion offers explanatory power in investigating VR. On the basis of a quantitative survey in a VR center with 294 participants, I analyze the interplay of the key features and exemplify their influence in a VR context by relating them to satisfaction with the VR experience. Using a flow-based conceptualization of immersion, I find that presence as well as interactivity contribute to immersion. In addition, interactivity contributes to presence. Furthermore, my results show that immersion influences satisfaction with a VR experience, indicating that a flow-based conceptualization of immersion is a suitable predictor in VR contexts
Recommended from our members
A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, âPeals in the Cloudâ, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration
Despite increasing organizational interest and investment in virtual worlds (VWs), there is a lack of research on the benefits of VWs. When and how does the use of VW systems engender better organizational outcomes than traditional collaborative technologies? This paper investigates the value of VWs for team collaboration. Team collaboration is particularly relevant in studying VWs given the rich interactive nature of VWs and an increasing organizational reliance on virtual teamwork. To understand the value of VW use for team collaboration, we examine the relationship between a teamâs disposition toward IT, their general disposition (personality) and VW use in influencing team cohesion and performance. We conducted a field study that compares two collaborative technology systems â one that is based on a traditional desktop metaphor and one that is grounded in the principles of a virtual world. We tracked the use of the systems for one year. We analyzed data at the team level and the results generally support our model, with agreeableness, conscientiousness, extraversion, openness, and computer self-efficacy interacting with time and technology type to positively influence team technology use. We also found that the use of the virtual world system positively influenced the relationship between technology use and team cohesion, which, in turn, predicts team performance. The model explains 57 percent, 21 percent, and 24 percent of the variance in team technology use, team cohesion, and team performance, respectively
Lose Yourself in VR: Exploring the Effects of Virtual Reality on Individualsâ Immersion
Virtual reality (VR) technology generates an interactive virtual environment (VE) creating unique usersâ experiences. A central part of VR experience is being immersed into a VE. Immersion factors, such as technological and perceptual features, are described in detail in non-immersive VR settings. However, advancements in VR technology, such as head-mounted displays with high resolution and precise motion tracking systems, that improve interactivity within the VE are not yet adequately considered. We conducted twelve semi-structured interviews immediately after respondents played highly immersive games using state-of-the-art VR equipment to identify novel immersion factors in this setting. The findings yield eleven immersion factors across three categories: (1) physical and physiological aspects, (2) cognitive and affective aspects, (3) social interaction and shared experience. Within these categories factors named âshared experienceâ and âtranslating actions from physical to virtual realityâ were found as novel immersion factors in the VR context
Specifics of Collaboration in Virtual Reality: How Immersion Drives the Intention to Collaborate
Collaborative virtual reality (VR) is increasingly receiving attention, but the effects of context- specific variables and the interplay of telepresence, interactivity, and immersion as VRâs distinctive characteristics in such settings are little understood. Besides these three VR characteristics, we investigate in a quantitative study with 102 participants the influence of social presence, i.e. the sense of community; media naturalness, or the similarity of communication to face-to-face-interaction; and trust between users. Based on partial least squares structural equation modeling, we confirm the importance of interactivity and immersion, but not of telepresence. Moreover, we find that trust is essential for collaborative VR experiences, but social presence and media naturalness seem negligible. Finally, we show that immersion is a main driver of usersâ intention to collaborate. Besides providing practitioners with insights for creating VR experiences, our study highlights that findings from research on individual VR use are not readily transferable to collaborative contexts
The power of immersive technologies: a sociopsychological analysis of the relationship between immersive environments, storytelling, sentiment, and the impact on user experience
This dissertation initially focused on exploring the potential of immersive technologies for the distant future. However, the emergence of the COVID-19 virus in late 2019 disrupted the world, causing a pause in many areas. Nevertheless, the butterfly effect of the pandemic spurred the development of immersive technologies, resulting in the rise of the metaverse, web3, non-fungible tokens (NFT), and avatars, which are gaining increasing popularity. The excitement for the metaverse is growing in both academia and industry, leading to new avenues of research, digital marketing, video games, tourism, and social media. This dissertation explores this rapidly emerging technological revolution and its effects on user experience (UX)
- âŠ