The Immersive Virtual Reality Experience: a Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The More Friends, the Less Political Talk? Predictors of Facebook Discussions Among College Students
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 17, Number 5, 2014 ORIGINAL ARTICLES ª Mary Ann Liebert, Inc. DOI: 10.1089/cyber.2013.0477 The More Friends, the Less Political Talk? Predictors of Facebook Discussions Among College Students S. Mo Jang, BA,1 Hoon Lee, PhD,2 and Yong Jin Park, PhD3 Abstract Although previous research has indicated that Facebook users, especially young adults, can cultivate their civic values by talking about public matters with their Facebook friends, little research has examined the predictors of political discussion on Facebook. Using survey data from 442 college students in the United States, this study finds that individual characteristics and network size influence college students’ expressive behavior on Fa- cebook related to two controversial topics: gay rights issues and politics. In line with previous studies about offline political discussion, the results show that conflict avoidance and ambivalence about target issues are negatively associated with Facebook discussions. Perhaps the most interesting finding is that users who have a large number of Facebook friends are less likely to talk about politics and gay rights issues on Facebook despite having access to increasing human and information resources. Theoretical implications of these findings and future directions are addressed. Introduction Literature Review Facebook friends, group size, and political expression alking about public issues with friends and family Thas been identified as a key factor that simulates political People’s perception -
Evaluation of Simulator Sickness for 360° Videos on an HMD Subject To
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) Evaluation of Simulator Sickness for 360◦ Videos on an HMD Subject to Participants’ Experience with Virtual Reality Majed Elwardy* Hans-Jurgen¨ Zepernick† Yan Hu‡ Thi My Chinh Chu§ Veronica Sundstedt¶ Blekinge Institute of Technology SE-37179 Karlskrona, Sweden ABSTRACT In contrast to the large technological advancements supporting novel immersive visual and interactive applications, the understand- Virtual reality (VR) has seen tremendous advances in head-mounted ing about the level of simulator sickness and cybersickness is less displays (HMDs), optics, media quality, and other improvements developed but similar important to assure customer satisfaction. that facilitate immersive experiences. With the occurrence of new Given that viewing VEs on HMDs is a rather new option for many technologies like Cloud VR and networked VR video services, ap- consumer verticals, studies on simulator sickness that engage partic- plications such as 360◦ video streaming are becoming more popular ipants with different levels of experience with VR are also needed. within the broader consumer markets. As a result, VR content is accessible to customers with rather different levels of experiences with immersive media, i.e., never, sometimes, or often use of VR. 1.1 Related Work The question, therefore, arises to which degree simulator sickness Related recent work is typically based on the simulator sickness is induced to viewers depending on their experiences with VR on ◦ questionnaire (SSQ) proposed in [17]. In [4], a VR simulator of a HMDs. In this paper, simulator sickness is evaluated for 360 videos forestry crane for loading logs onto a truck was evaluated in terms that were shown on an HTC Vive Pro HMD to participants having of quality of experience (QoE) aspects and SSQ to reveal the effects different levels of experience with VR on HMDs. -
A Third-Person Perspective on Phubbing: Observing Smartphone- Induced Social Exclusion Generates Negative Affect, Stress, and Derogatory Attitudes
Nuñez, T. R., Radtke, T., & Eimler, S. C. (2020). A third-person perspective on phubbing: Observing smartphone- induced social exclusion generates negative affect, stress, and derogatory attitudes. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 14(3), Article 3. https://doi.org/10.5817/CP2020-3-3 A Third-Person Perspective on Phubbing: Observing Smartphone- Induced Social Exclusion Generates Negative Affect, Stress, and Derogatory Attitudes Tania Roxana Nuñez1,2, Theda Radtke2, Sabrina Cornelia Eimler3 1Institute of Psychology, University of Wuppertal, Wuppertal, Germany 2School of Psychology and Psychotherapy, Witten/Herdecke University, Witten, Germany 3Institute of Positive Computing, University of Applied Sciences Ruhr West, Bottrop, Germany Abstract Phubbing (phone-snubbing) has become a pervasive public communication phenomenon which adversely affects its targets and sources. Yet, research on phubbing is not built on a consistent theoretical basis and examinations on its effects on the public are still missing. This study aimed at addressing these research gaps by conceptualizing the behavior as an act of smartphone-induced social exclusion and investigating whether phubbing impacts its observers. In a between-subject experiment, N = 160 participants observed photos of dyadic interpersonal interactions in different everyday contexts which depicted one-sided, reciprocal, or no phubbing. Results revealed that observers of phubbing experienced negative affect and stress. Observers also derogated individuals who used -
Ostracism in Virtual Environment: a Theoretical Perspective
International Journal of Recent Technology and Engineering (IJRTE) ISSN: 2277-3878, Volume-7, Issue-6S5, April 2019 Ostracism in Virtual Environment: A theoretical Perspective Almaas Sultana, Vijay Kumar Chechi Abstract:Social-media has been a popular medium and Previous studies established the fact that the need to belong mean to get connected with others. This platform increases the is a significant factor which predicts use of social-media prospects for enclosure. Simultaneously, the process of exclusion [37]. Meanwhile factors like fear of missing out [36]and is also increased. The phenomenon of exclusion is known as excessive reassurance seeking [10] are also responsible to Ostracism. Ostracism can happen in both face-to-face and motivate individuals to use social media. Amongst the electronic-based (e.g., internet, cell phones, and virtual reality) interpersonal interactions. The ostracism which occurs through aforementioned factors the need to belong is the most electronic media other than face-to-face interaction is “Cyber- important which fully explains the mechanism of social ostracism”. It occurs when recognition and communication are connectedness. It is a ubiquitous drive of humans "to frame anticipated within an acceptable time frame but do not occur. It and keep up no less than a base amount of enduring, is a burgeoning issue among the organizational researchers constructive, and huge relational connections" [5]. Use of because of its deleterious effects. It is characterized as an social-media secure social connections of users to a great infringement of norms that we are recommended to recognize to extent but at the same time it also easily triggers the feeling maintain a healthy working environment. -
Passive Facebook Usage Undermines Affective Well-Being: Experimental and Longitudinal Evidence
Journal of Experimental Psychology: General © 2015 American Psychological Association 2015, Vol. 144, No. 2, 480–488 0096-3445/15/$12.00 http://dx.doi.org/10.1037/xge0000057 Passive Facebook Usage Undermines Affective Well-Being: Experimental and Longitudinal Evidence Philippe Verduyn David Seungjae Lee, Jiyoung Park, Holly Shablack, University of Leuven Ariana Orvell, Joseph Bayer, Oscar Ybarra, John Jonides, and Ethan Kross University of Michigan, Ann Arbor Prior research indicates that Facebook usage predicts declines in subjective well-being over time. How does this come about? We examined this issue in 2 studies using experimental and field methods. In Study 1, cueing people in the laboratory to use Facebook passively (rather than actively) led to declines in affective well-being over time. Study 2 replicated these findings in the field using experience-sampling techniques. It also demonstrated how passive Facebook usage leads to declines in affective well-being: by increasing envy. Critically, the relationship between passive Facebook usage and changes in affective well-being remained significant when controlling for active Facebook use, non-Facebook online social network usage, and direct social interactions, highlighting the specificity of this result. These findings demonstrate that passive Facebook usage undermines affective well-being. Keywords: Facebook, social support, well-being, envy, online social networks Just a decade ago people primarily relied on face-to-face inter- clines? We addressed this question by examining whether the way actions, the phone, and e-mail to connect. Today, such connections people use Facebook, in particular whether they do so actively or often occur instantly via online social networks such as Face- passively, explains how this technology impacts subjective well- book—but to what effect on well-being? being. -
Virtual Reality Sickness During Immersion: an Investigation of Potential Obstacles Towards General Accessibility of VR Technology
Examensarbete 30hp August 2016 Virtual Reality sickness during immersion: An investigation of potential obstacles towards general accessibility of VR technology. A controlled study for investigating the accessibility of modern VR hardware and the usability of HTC Vive’s motion controllers. Dongsheng Lu Abstract People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. -
Chapter 13: Sport & Health Cyberpsychology
Chapter 13: Sport & Health Cyberpsychology Dr Olivia Hurley Chapter Overview This chapter introduces readers to the potential impact of technology on the sporting lives and health behaviours of individuals. The first part of the chapter presents information related to athletes’ use of technology to prepare, mentally and physically, for their sport, as well as the use of technology to help athletes cope with rehabilitation from sports injuries. The use of technology to assistin the athlete-sport psychologist consulting process is discussed, along with topical issues, such as the influence of social media(i.e., Twitter and Facebook) on individuals’ involvement in sport. The second part of the chapter addressesissues related to the impact of technology in promoting health related behaviours online. Topics such as the sharing of health related information online, the benefits and dangers of online support groups and the debate surrounding the existence of the condition, cyberchondriasis, are also addressed. Key Terms Mental preparationis a broad term used to describe the ways in which athletes ‘ready’ themselves, mentally, to participate in their sport. Such preparation could be influenced by social media, whichrefersto websites and online social networks that individuals use to communicate and share information online. Twitter is an example of such an online social network, and involves individuals posting short messages that their ‘followers’ can read, favour and retweet. While social media use has ‘boomed’ in recent years, the emergence of exergaminghas also risen. It is the term used to describe the activity of playing interactive games consoles, such as the Wii and WiiFit.Such games have been devised in part to increase the activity levels of the individual players, given the increasing sedentary lifestyles that many individuals now lead. -
Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance And
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by AIS Electronic Library (AISeL) Factors Influencing VR Acceptance and Use Immersion, Presence, Interactivity: Towards a Joint Understanding of Factors Influencing Virtual Reality Acceptance and Use Full Paper Joschka Mütterlein Thomas Hess LMU Munich LMU Munich [email protected] [email protected] Abstract Virtual Reality (VR) has started to diffuse into the market. Research can accompany this process by providing insights into adoption of the technology. However, although first studies have been conducted early, there are few empirical findings shedding light on issues of acceptance and use of VR. This is because the used models often suffer from omissions or only partially cover important variables for distinct characteristics of the technology, especially immersion, presence, and interactivity. Additionally, the applied variables are occasionally incorrectly specified. To lay a better foundation for investigating adoption and diffusion of VR, we explore relevant influence factors based on insights from previous works and a qualitative study with 20 participants. Besides issues of misspecification, our findings show that many contextual factors have been neglected. Moreover, we identify content quality, initial excitement, isolation, and distraction as new potentially relevant factors. Keywords Virtual reality, technology acceptance and use, influencing factors, nomological network. Introduction In recent years, virtual reality (VR) technology has matured, enabling novel private and corporate use scenarios. On the one hand, these encompass individual entertainment experiences similar to films and games with a hedonic use motivation. On the other hand, there are innovative offers for virtual collaboration with hedonic and utilitarian motivations. -
Virtual Reality Sickness Mitigation Methods: a Comparative Study in a Racing Game
Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game RONGKAI SHI, Xi’an Jiaotong-Liverpool University, China HAI-NING LIANG∗, Xi’an Jiaotong-Liverpool University, China YU WU, Xi’an Jiaotong-Liverpool University, China DIFENG YU, University of Melbourne, Australia WENGE XU, Xi’an Jiaotong-Liverpool University, China Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users’ presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even pose health risks. Previous research has explored different VR sickness mitigation methods by adding visual effects or elements. Field of View (FOV) reduction, Depth of Field (DOF) blurring, and adding a rest frame into the virtual environment are examples of such methods. Although useful in some cases, they might result in information loss. This research is the first to compare VR sickness, presence, workload to complete a search task, and information loss of these three VR sickness mitigation methods in a racing game with two levels of control. To do this, we conducted a mixed factorial user study (N = 32) with degree of control as the between-subjects factor and the VR sickness mitigation techniques as the within-subjects factor. Participants were required to find targets with three difficulty levels while steering or not steering acarin virtual environment. Our results show that there are no significant differences in VR sickness, presence and workload among these techniques under two levels of control in our VR racing game. We also found that changing FOV dynamically or using DOF blur effects would result in information loss while adding a target reticule as a rest frame would not. -
Psychophysiological and Performance Aspects on Motion Sickness
Linköping University Medical Dissertations No.1071 Psychophysiological and Performance Aspects on Motion Sickness Joakim Dahlman Division of Rehabilitation Medicine Department of Clinical and Experimental Medicine Linköping University, Sweden Linköping 2009 © Joakim Dahlman, 2009. Cover picture/illustration:Tax illustration, Hans von Corswant Published articles have been reprinted with the permission of the copyright holders. Printed in Sweden by LiU-Tryck, Linköping, Sweden, 2009 ISBN 978-91-7393-837-2 ISSN 0345-0082 2 Nothing shocks me. I’m a scientist. Harrison Ford (1942- ), as Indiana Jones. 3 1 Content 1 Content ............................................................................................................................... 4 Abstract ...................................................................................................................................... 6 2 Preface................................................................................................................................8 3 Introduction ...................................................................................................................... 10 3.1 Thesis outline ........................................................................................................... 11 3.2 Motion sickness........................................................................................................ 12 3.2.1 The magnitude of occurrence........................................................................... 13 3.3 The sensory -
Enhancing Data Visualisation to Capture the Simulator Sickness Phenomenon on the Usefulness of Radar Charts
Data in Brief 13 (2017) 301–305 Contents lists available at ScienceDirect Data in Brief journal homepage: www.elsevier.com/locate/dib Data Article Enhancing data visualisation to capture the simulator sickness phenomenon: On the usefulness of radar charts Romain Chaumillon a,n, Thomas Romeas a, Charles Paillard a, Delphine Bernardin a,b, Guillaume Giraudet a,b, Jean-François Bouchard c, Jocelyn Faubert a a Visual Psychophysics and Perception Laboratory, School of Optometry, Université de Montréal, 3744 Jean- Brillant, Montréal, Quebec, Canada, H3T 1P1 b Essilor Canada Ltd., Montréal, Quebec, Canada c Neuropharmacology Laboratory, School of Optometry, Université de Montréal, 3744 Jean-Brillant, Montreal, Quebec, Canada, H3T 1P1 article info abstract Article history: The data presented in this article are related to the research article Received 20 April 2017 entitled “The use of transdermal scopolamine to solve methodological Received in revised form issues raised by gender differences in susceptibility to simulator 18 May 2017 sickness” (Chaumillon et al., 2017) [1]. In an outstanding first Accepted 23 May 2017 demonstration, Kennedy et al. [2] showed that the Simulator Available online 31 May 2017 Sickness Questionnaire (SSQ) is an appropriate tool to suit the Keywords: purposes of characterizing motion sickness experienced in virtual Simulator sickness environments. This questionnaire has since been used in many Radar charts scientific studies. Recently, Balk et al. [3] suggested that the pro- Driving posed segregation of SSQ scores into three subclasses of symptoms might limit the accuracy of simulator sickness assessment. These authors performed a factor analysis based on SSQ scores obtained from nine studies on driving simulators. -
Internet Addiction and the Relationship to Self and Interpersonal
INTERNET ADDICTION AND THE RELATIONSHIP TO SELF AND INTERPERSONAL FUNCTIONING WITHIN THE ALTERNATIVE MODEL FOR PERSONALITY DISORDERS (AMPD): IMPLICATIONS FOR PSYCHOSOCIAL DEVELOPMENT A Dissertation Presented to the Faculty of Antioch University Seattle In partial fulfillment for the degree of DOCTOR OF PSYCHOLOGY by Lori Woehler ORCID Scholar No. 0000-0003-2353-6521 June 2020 INTERNET ADDICTION AND THE RELATIONSHIP TO SELF AND INTERPERSONAL FUNCTIONING WITHIN THE ALTERNATIVE MODEL FOR PERSONALITY DISORDERS (AMPD): IMPLICATIONS FOR PSYCHOSOCIAL DEVELOPMENT This dissertation, by Lori Woehler, has been approved by the committee members signed below who recommend that it be accepted by the faculty of Antioch University Seattle in partial fulfillment of requirements for the degree of DOCTOR OF PSYCHOLOGY Dissertation Committee: ___________________________________________ Christopher L. Heffner, PsyD, PhD Chairperson ___________________________________________ Michael J. Sakuma, PhD ___________________________________________ Jeffrey E. Hansen, PhD ___________________________________________ Date ii Copyright © 2020 by Lori L. Woehler All Rights Reserved iii ABSTRACT INTERNET ADDICTION AND THE RELATIONSHIP TO SELF AND INTERPERSONAL FUNCTIONING WITHIN THE ALTERNATIVE MODEL FOR PERSONALITY DISORDERS (AMPD): IMPLICATIONS FOR PSYCHOSOCIAL DEVELOPMENT Lori L. Woehler Antioch University Seattle Seattle, WA Internet addictive use inclusive of inextricably interconnected mobile devices, applications, and social media predicts diminished Self and Interpersonal