Immersive videos

  • 文章类型: Journal Article
    需要采取循证干预措施来促进参与体育活动。视听刺激经常被用来增强锻炼体验。尽管如此,对所采用的技术设备的质量进行考察的研究很少。使用实施方式-存在-交互立方体(Flavián等人。,2019)作为指导概念框架,这份注册报告的目的是检查多维数据集的每个维度(即,实施例,存在和交互性)影响了一系列与运动相关的情感和知觉变量。采用平衡的受试者内设计(N=24)。参与者在四种条件下在自行车测力计上完成了20分钟的锻炼:电视,增强现实,360°视频和虚拟现实。重复测量方差分析表明,情感效价存在显著的条件×时间点相互作用(p=.046),技术设备提供的更大体现导致更积极的反应。分析还表明了运动享受条件的主要影响,记住了快乐和预测的快乐,更多的技术设备的存在导致更积极的反应。结合高水平体现的技术,存在和交互性(例如,虚拟现实)似乎在任务中产生了几个好处(例如,情感效价)和任务后(例如,记住的快乐)在通气阈值下进行运动的反应。
    Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment-Presence-Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    由于资金有限,实地考察稳步减少,时间限制,安全问题,和其他后勤问题。许多学校都采用虚拟实地考察(VFT),特别是当教育因公共卫生问题而中断时,自然灾害,或其他不可预见的重大事件。由于成本和其他障碍,虚拟现实作为VFT的常见形式对于许多学校来说可能不是一个选择。我们研究的目的是探索使用360度(360°)视频进行VFT的潜力,以替代初等教育中的物理实地考察。我们从两所私立小学招募了三年级的学生(8-9岁),使用360°视频(360V)和常规视频(REGV)体验VFT。使用切换复制实验设计,我们比较了他们的内容回忆(评估测试)和VFT体验(态度,感知有用性,参与,询问,视频参与,和虚拟指南)跨越四个时间点。我们的结果表明,在所有时间点,与REGV组相比,VFT后360V组的内容回忆得分的增加始终高于VFT组,尽管它只在一个季度内显著。我们还发现了学生的视频订婚,参与,和态度是他们VFT经历中的重要因素。这些结果引起了人们对VFT的可能实施的关注,并延续了被公认为以学生为中心的长期传统,交互式教学方法。
    Field trips are steadily declining due to limited funding, time constraints, safety concerns, and other logistical issues. Many schools are resorting to a virtual field trip (VFT), especially when education is disrupted due to public health concerns, natural disasters, or other unforeseen significant events. Virtual reality as a common form of VFT is likely not an option for many schools due to cost and other barriers. The purpose of our study was to explore the potential of going in a VFT using 360-degree (360°) videos as an alternative to a physical field trip in primary education. We recruited third-grade pupils (aged 8-9) from two private elementary schools to experience VFTs using 360° videos (360V) and regular videos (REGV). Using a switching-replications experimental design, we compared their content recall (assessment tests) and VFT experience (attitude, perceived usefulness, involvement, inquiry, video engagement, and virtual guide) across four-time points. Our results show that the increase in content recall scores of 360V groups after VFTs was consistently higher compared to REGV groups at all time points, although it was only significant in one quarter. We also found pupils\' video engagement, involvement, and attitude as significant factors in their VFT experience. These results call attention to a possible implementation of VFTs and continue the long-standing tradition that has been acknowledged as a student-centered, interactive instructional method.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    冠状病毒(COVID-19)大流行和最近的经济衰退影响了许多人的心理健康。社交距离的经历给已经报告有抑郁或焦虑症状的人带来了新的困难。在这种情况下,新技术,如沉浸式虚拟现实(VR)视频,可以作为促进互动的有用工具,情感分享,和虚拟环境中的信息处理。在这项研究中,研究人员旨在通过关注大流行期间360度VR视频的使用和满足来丰富信息处理文献。通过对美国1422名参与者的调查研究和结构方程模型进行数据分析,这项研究发现五种类型的满足,包括功利主义(即,导航),享乐主义(即,enjoyment),感性(即,现实主义),社会(即,社区),和象征性的(即,coolness),极大地激励用户使用此类身临其境的视频。同时,数据表明,这五种类型的满足会影响用户对虚拟内容的认知参与。此外,这种VR参与促进了用户对沉浸式视频的积极态度,并继续使用它们。这些发现也为COVID-19的全球复苏提供了实际意义。
    The coronavirus (COVID-19) pandemic and recent economic recession have been impacting many people\'s mental health. The experience of social distancing created new hardships for people who already reported symptoms of depression or anxiety. In these circumstances, new technologies, such as immersive virtual reality (VR) videos, could serve as useful tools for facilitating interactions, emotional sharing, and information processing within a virtual environment. In this study, researchers aimed to enrich the information processing literature by focusing on the uses and gratifications of 360-degree VR videos during the pandemic. Through employing survey research with 1422 participants located in the U.S. and structural equation modeling for data analysis, this study found that five types of gratification, including utilitarian (i.e., navigation), hedonic (i.e., enjoyment), sensual (i.e., realism), social (i.e., community), and symbolic (i.e., coolness), significantly motivated users to use such immersive videos. Simultaneously, data demonstrated that these five types of gratification could influence users\' cognitive engagement with virtual content. In addition, such VR engagement facilitated users\' positive attitudes toward immersive videos and continued usage of them. The findings provided practical implications for COVID-19 global recovery as well.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

公众号