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What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience

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Abstract

Scientific knowledge is still limited about the effect of commercial virtual reality content, such as experiences developed for advertising purposes, on individual emotional experience. In addition, even though correlations between emotional responses and perceived sense of presence in virtual reality have often been reported, the relationship remains unclear. Some studies have suggested an important effect of ease of interaction on both emotions and the sense of presence, but only a few studies have scientifically explored this topic. Within this context, this study aimed to: (a) test the effect of inducing positive emotions of a commercial virtual experience developed for the promotion of an urban renewal project, (b) investigate the relationship between positive emotions and the perceived sense of presence, and (c) explore the association between the ease of interaction of the virtual experience with positive emotions and the sense of presence reported by the users. Sixty-one participants were recruited from visitors to the 2017 Milan Design Week “Fuorisalone” event. A survey was administered before and after the experience to collect information about users' demographics, positive emotions, sense of presence, and the ease of interaction with the virtual content. Results give evidence that: (a) the commercial virtual reality experience was able to induce positive emotions; (b) the positive emotions reported by users were associated with the sense of presence experienced in the virtual environment, with a directional effect from emotion to sense of presence; and (c) the easier the interaction, the more the sense of presence and positive emotions were reported by users.

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... Whilst their results were preliminary, they suggested that this could be an indicator of VR being beneficial to destination marketers. In assessing the effectiveness of VR as a tourism marketing tool, it would be logical to explore the relationship between presence and its ability to intensify positive emotional reactions; answering the call for further research on the effect of commercial VR content in inducing positive emotion in comparison to non-immersive media (Pallavicini et al., 2020). Thus far, it can be suggested that positive emotional response will be higher when using VR compared to traditional media, and consequently behavioural intention toward to attraction will be higher compared to traditional media as well. ...
... Theoretically, results of this study support the hypothesis (H4) that higher presence levels through the use of VR compared to traditional non-immersive media are associated with more intensive emotional responses (Banos et al., 2008;Pallavicini et al., 2020;Riva et al., 2007). In extension, the findings confirmed engagement (H4c, H5c) in particular to be a significant predictor for emotional arousal and valence. ...
... On a lesser note, the results from the current study support and extend previous research on the consequences of presence to a cruise marketing context; in doing so also contributing to the growing body of knowledge of VR being an effective marketing tool in terms of influencing behavioural intention. Additionally, it addresses the call for research on the effect of commercial virtual reality content in inducing positive emotion in comparison to non-immersive media (Pallavicini et al., 2020). Where past research has shown the association between higher presence and intensity of emotional response (ie. ...
Article
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The concept of presence, ubiquitous in VR research, remains in infancy in tourism literature. Researchers in the field have called for empirical studies into the determinants as well as consequences of presence, particularly in commercial environments. The objective of this study is to investigate the effectiveness of VR as a tourism marketing tool through presence and emotion-an association that has been suggested in cyberpsychology studies. Using a within-subjects experiment method, 72 participants experienced computer-generated, fully synthetic virtual environments of a cruise ship. The experiences were administered via pictures, video, and VR. The findings suggest that VR is significantly more effective than traditional media in evoking positive emotional responses to the stimuli. Theoretical implications include suggestions that fully-interactive synthetic VR may be more effective than 360' VR due to the importance of engagement as a presence determinant. Managerial implications include suggestions to focus on engagement mechanics, rather than chasing photo-realistic VR advancements , for impact on emotional response.
... Já quanto ao senso de presença, de acordo com Pallavicini et al. (2020) e Chow (2016, há uma associação significativa com a facilidade de interação, o que reforça as discussões sobre a confiança no uso da tecnologia como fator positivo para o senso de presença. Assim, considerando que a dimensão afetiva pode atuar como um "gatilho" para o senso de presença, em vez de se concentrarem na busca por soluções tecnológicas para garantir ambientes realistas, os professores podem focar em elementos capazes de provocar emoções nos usuários (PALLAVICINI et al., 2020); algo materializável, por exemplo, por meio de um contexto significativo e que remeta à realidade dos estudantes. ...
... Já quanto ao senso de presença, de acordo com Pallavicini et al. (2020) e Chow (2016, há uma associação significativa com a facilidade de interação, o que reforça as discussões sobre a confiança no uso da tecnologia como fator positivo para o senso de presença. Assim, considerando que a dimensão afetiva pode atuar como um "gatilho" para o senso de presença, em vez de se concentrarem na busca por soluções tecnológicas para garantir ambientes realistas, os professores podem focar em elementos capazes de provocar emoções nos usuários (PALLAVICINI et al., 2020); algo materializável, por exemplo, por meio de um contexto significativo e que remeta à realidade dos estudantes. ...
Article
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Embora em ascensão, observa-se que a Educação a Distância (EAD) ainda possui uma percepção popular de qualidade inferior em comparação com o Ensino Presencial. Estima-se que carências como as de relações interpessoais, do uso de tecnologias mais interativas e dinâmicas, e da realização de práticas profissionais contribuam para essa percepção. Buscando atuar nestas fragilidades, esta pesquisa propõe um suporte midiático composto por Mundos Virtuais (MVs) e Non-Player Characteres (NPCs), com um destes NPCs integrado à tecnologia de Agente Conversacional, atuando na função de Companheiro Virtual. Como aspecto principal, investiga-se o senso de presença, um construto da dimensão afetiva definido como a sensação de “estar lá”. Um total de 132 estudantes realizou uma atividade extracurricular em um de três grupos: Controle, que utilizou o Ambiente Virtual de Aprendizagem web tradicional; Experimental, que utilizou o MV; e Real Experimental, que utilizou o MV com o Companheiro Virtual. Com base nos resultados e discussões e buscando responder à questão de pesquisa “Como promover o senso de presença de forma a contribuir com o processo de aprendizagem na EAD?” foi organizada uma estrutura com sete diretrizes que direcionam o uso das tecnologias mencionadas a fim de se beneficiar de suas potencialidades.
... Compared to the VR and desktop/2D environments, a higher level of happiness [134], surprise [134], pleasantness [98], relief and positive influence [135], presence [136], skin conductivity [134], and HR [134] and was revealed. Interested readers can refer to following literature for more details, that have investigated discrete representation of emotions using VR [20], [21], [22], [26], [27], [58], [60], [69], [71], [73], [79], [80], [83], [84], [98], [99], [100], [101], [103], [105], [110], [112], [115], [127], [129], [130], [132], [133], [134], [135], [136], [137], [138], [139], [140], [141], [142], [143], [144], [145], [146], [147], [148], [149], [150], [151], [152], [153], [154], [155], [156], [157], [158], [159], [160], [161], [162], [163], [164], [165], [166], [167], [168], [169], [170], [171], [172], [173], [174], [175], [176], [177], [178], [179]. ...
... VE scenes generated to induce joy and happiness include fantasy [69], [105], [128], [163], relaxations and peace include nature scenarios [27], [69], [105], [110], [133], [135], [139], sad includes natural disasters [105], fear and anxiety include abandoned places [105], [128], gloomy scenarios [27], [133], and dangerous animals and zombies [69], [84], [127], [159], [164], anger includes construction sites [133], boredom includes empty environments [133], disgust includes eating food after unpleasnt animal enounter [137], arousal includes amusements rides like rollercoasters [104], [194], island and city [117], and valence includes city [117] and steel girder construction of a city [157]. List of VEs used in literature with dominant emotional experience is given in the Supplementary material A. ...
Article
Emotions are multifaceted phenomena that affect our behaviour, perception, and cognition. Increasing evidence indicates that induction mechanisms play a crucial role in triggering emotions by simulating the sensations required for an experimental design. Over the years, many reviews have evaluated a passive elicitation mechanism where the user is an observer, ignoring the importance of self-relevance in emotional experience. So, in response to the gap in the literature, this study intends to explore the possibility of using Virtual Reality (VR) as an active mechanism for emotion induction. VR can simulate controlled environments with high immersion, presence, and interaction to induce intense emotions. Therefore, researchers can evaluate emotional experiences in a realistic context. For the success and quality of research settings, VR must select the appropriate material to effectively evoke emotions. Therefore, in the present review, we evaluated to what extent VR virtual environments, videos, games, tasks, avatar, images, and 360-degree panoramas can elicit emotions. Further, we present public datasets, discuss challenges and recommendations, and review emotion-sensing interfaces related to VR research. The conclusions reveal the VR’s potential to evoke emotions effectively and naturally by generating motivational and empathy mechanisms, which makes it an ecologically valid paradigm to study emotions.
... Já quanto ao senso de presença, de acordo com Pallavicini et al. (2020) e Chow (2016 há uma associação significativa entre facilidade de interação e este construto, o que reforça as discussões sobre a confiança no uso da tecnologia como fator positivo para o senso de presença. Assim, considerando que a dimensão afetiva pode atuar como um "gatilho" para o senso de presença, em vez de se concentrarem na busca de soluções tecnológicas a fim de garantir ambientes realistas, os professores podem focar em elementos capazes de provocar emoções nos usuários (PALLAVICINI et al., 2020); algo materializável, por exemplo, por meio de um contexto significativo e que remeta à realidade dos estudantes. ...
... Já quanto ao senso de presença, de acordo com Pallavicini et al. (2020) e Chow (2016 há uma associação significativa entre facilidade de interação e este construto, o que reforça as discussões sobre a confiança no uso da tecnologia como fator positivo para o senso de presença. Assim, considerando que a dimensão afetiva pode atuar como um "gatilho" para o senso de presença, em vez de se concentrarem na busca de soluções tecnológicas a fim de garantir ambientes realistas, os professores podem focar em elementos capazes de provocar emoções nos usuários (PALLAVICINI et al., 2020); algo materializável, por exemplo, por meio de um contexto significativo e que remeta à realidade dos estudantes. ...
Thesis
Full-text available
Embora esteja em grande ascensão, observa-se que a modalidade Educação a Distância (EAD) ainda possui uma percepção popular de qualidade de ensino inferior em comparação com o Ensino Presencial. Estima-se que carências como as de relações interpessoais entre estudantes, do uso de tecnologias mais interativas e dinâmicas, e da realização de práticas profissionais contribuam para essa percepção. Buscando atuar nestas potenciais fragilidades, esta tese apresenta o desenvolvimento de um suporte midiático composto por Mundos Virtuais (MVs) e Non-Player Characteres (NPCs), com um destes NPCs integrado à tecnologia de Agente Conversacional, atuando na função de Companheiro Virtual. Como aspecto principal, investiga-se o senso de presença, um construto da dimensão afetiva definido como a sensação de “estar lá” (no virtual). A pesquisa é aplicada, explicativa, de caráter misto e de abordagem quase-experimental, e divide-se em duas fases. Na primeira, foi desenvolvido o ambiente Simulação sobre Matemática Financeira, à luz do modelo pedagógico da Aprendizagem Experiencial e no formato role-playing, sendo realizados três estudos preliminares. Na segunda fase foram conduzidos três estudos finais. Destes seis estudos, cinco abrangeram contextos reais de educação formal ofertada na modalidade EAD. Um total de 132 estudantes realizou uma atividade extracurricular em um de três diferentes grupos (condições): Controle, que utilizou o Ambiente Virtual de Aprendizagem web tradicional; Experimental, que utilizou o MV; e Real Experimental, que utilizou o MV com o Companheiro Virtual. Como resultado, foram detectados problemas de inclusão digital, dificuldades e resistência ao uso de novas tecnologias pelos estudantes. Por outro lado, descobriu-se que a confiança no uso da tecnologia e o suporte do Companheiro Virtual foram fatores positivos para o senso de presença; que o Companheiro Virtual foi um fator positivo para o engajamento; e que o senso de presença foi um aspecto positivo para o processo de aprendizagem e para a satisfação dos estudantes. Com base nos achados e para responder à questão de pesquisa “Como promover o senso de presença de forma a contribuir com o processo de aprendizagem na EAD?” foi organizada uma estrutura com sete diretrizes de apoio às decisões para o uso de MVs.
... But they have to provide a sense of "reality" concerning the situation. Pallavicini et al. (2020) have studied the relationship among presence, ease of interaction and positive emotions. Results of this study show that participants who reported a higher ease of interaction also reported higher levels of positive emotions as well as a higher sense of presence, meaning that the easier the interaction, the more the sense of presence and positive emotions were reported by users. ...
... Results of this study show that participants who reported a higher ease of interaction also reported higher levels of positive emotions as well as a higher sense of presence, meaning that the easier the interaction, the more the sense of presence and positive emotions were reported by users. (Pallavicini, et al., 2020) Interaction techniques in VR play a crucial role in presence. Body centered interaction techniques create a match between sensory data (what the eyes see) and proprioceptive feedback (what the body feels). ...
Thesis
Full-text available
Participatory urban design processes make use of a variety of tools and methods. Among these, computer generated environments help not only laypeople but also experts better understand spatial relationships. Furthermore, virtual reality technologies introduce the body into these computer generated environments and help perceiving body’s relationship to space. In this thesis, it is theorized that virtual reality can be used as a medium to create immersive, engaging participatory tools to be implemented in urban design processes. To this end, a design guideline study is proposed. Designing an interactive, multisensory, body centered tool for participatory urban design is a complex issue that can be deciphered with the help of psychology, philosophy, neuroscience, game design, interaction design, architecture and urban design. These areas are examined in order to form a design guideline study. First, evolution and components of virtual reality are examined. Next, participation in urban design is questioned and case study that uses virtual reality is presented. Next, essential steps for designing a participatory tool using virtual reality are defined based on previous chapters. In addition to outlining a roadmap to architects and urban designers for creating such a tool, this thesis suggests ways to heighten the sense of presence in it. In further studies, a case study that takes this design guideline study into account should be conducted in order to verify its accuracy.
... Presence refers to the psychological response or perceived state of immersion of the user during the virtual experience [40,41]. Presence can be defined as the feeling that the user exists in a virtual space, forgetting about the location and the situation [42,43]. That is, presence is an important variable in the behavior of virtual experiences [44,45]. ...
Article
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With the development of information technology, many well-known art museums and galleries have adopted metaverse exhibitions for online display and dissemination of art information, building sustainable ways to participate in and experience art. Users can access the metaverse exhibition platform through the internet and enjoy classic artworks in the virtual space, which has gained many forms of artistic perception and improved physical and mental health. Currently, the factors affecting user use intentions in existing metaverse exhibition studies still need to be clarified and need to be studied in depth. This paper explores the relationship between users’ entertainment experience, educational experience, presence, affective responses, and use intention through a survey of 536 users who had experienced a metaverse exhibition. The research results show that users’ use intentions are influenced by entertainment experiences and educational experiences. Presence mediates between entertainment experiences and educational experiences on use intention. Affective responses play a moderating role between the educational experience and use intention. This study provides a relevant theoretical basis for sustainable urban and socio-economic development from a digital perspective. At the same time, this study enables the metaverse exhibition platform to design and create valuable and healthy artistic content with higher quality. The emotional state of the user’s experience was better attended to so that mental health was enhanced and managed. Furthermore, it also provided a guidance program for the development of educational experience and economic sustainability of the exhibition industry.
... Presence is a user's perceptual state or psychological reaction in an immersive virtual experience in which the user is very immersed [40,41]. Presence can be thought of as the subjective feeling that the user has forgotten the physical situation or location, but exists in a virtual environment created by a medium such as a computer or television [42,43]. Presence is a necessary variable for user behavior in a virtual environment [44,45]. ...
Article
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During COVID-19, many renowned galleries and art fairs used Virtual Reality (VR) exhibitions for art information dissemination and online displays. To avoid the risks of offline viewing of exhibitions, users can access a web-based VR exhibition platform for remote appreciation of artworks, gaining a rich art experience and thus contributing to physical and mental health. The reasons affecting users’ continued usage intentions are not clear enough in the existing studies of VR exhibitions. Therefore, further studies are needed. This paper explores the relationship between users’ escapist experience, aesthetic experience, presence, emotional responses, and continued usage intention through a survey of VR exhibition users. The survey data were collected from 543 users who had experienced the VR exhibition through an online survey website. The study results show that users’ continued usage intentions are influenced by escapist experience and aesthetic experience. Presence plays a mediating role in the influence of escapist experiences and aesthetic experiences on continued usage intention. Emotional responses play a moderating role in the impact of user experience on continued usage intention. This paper provides a theoretical reference for the study of the impact mechanism of continued usage intention of VR exhibitions from the perspective of mental health. In addition, this study enables VR exhibition platforms to better understand the emotional state of users during art experiences to create and share healthy aesthetic information that can contribute to the management and enhancement of mental health. At the same time, it provides valuable and innovative guidance solutions for the future development of VR exhibitions.
... However, the relationship between presence and emotions is often referred to as a bidirectional relation[122]. For example,Pallavicini et al.[123] suggested a direct effect of positive emotions on perceived presence, whereas Riva et al.[122] also indicated presence as a significant predictor of induced emotions. Our result is in line with the latter finding, but future iterations of this preliminary study should address the assumption of a bidirectional relation due to our mixed findings.Similarly for hypothesis 4, no significant differences within self-reported anxiety and fear experience were revealed between the two times of measurement. ...
Article
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Virtual environments and games are often used to evoke positive emotions. Contrary the survival horror genre aims to induce negative feelings in players. The effects of playing fear-inducing games in virtual reality (VR) is rather unexplored, since research mainly focuses on positive emotions. To investigate the relationship between immersion, presence and negative emotion induction, we compared repeated horror game usage between playing on desktop computers, in VR, and smart substitutional reality (SSR), which supplements VR with additional haptic and thermal stimuli. Conducting a longitudinal study utilizing questionnaires, observations and physiological measurements, we expected an increase of fear using VR and SSR due to the increased immersion. Physiological data was not analyzed due to huge data loss, while observations and self-reports revealed contradictory results. Behavioral data showed stronger expression of fear in VR and SSR. Presence was increased in the VR and SSR groups compared to PC, further a mediation of emotion induction via presence was confirmed. Altogether, the reception of horror games within VR or SSR is associated with strong emotional reactions for selected individuals. Future research should take methodological lessons learned into account.
... These results appear important since usability was considered one of the key qualities of the VR psychoeducational experience during its conception and development. Indeed, breakdowns or other interaction issues can reduce VR's ability to induce both emotions [111][112][113] and a satisfying sense of presence [112,114], with potential detrimental effect on learning outcomes [49,115]. ...
Article
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Virtual reality can help individuals to manage stress and anxiety. In addition to its efficacy in reducing stress and anxiety through relaxation, virtual reality can be helpful for psychoeducational. However, to date, few studies have explored this topic. Therefore, this mixed-methods sequential explanatory study aimed to investigate the usability, sense of presence, emotional response, and effect on learning of MIND-VR, a psychoeducational virtual experience created to offer information on stress and anxiety. Twenty healthcare workers (60% female; mean age 43 10) tried MIND-VR. Psychometric outcomes served as quantitative variables, while participant interviews provided qualitative data. Results showed that the virtual reality psychoeducational experience: (a) was highly usable and satisfying; (b) increased positive emotions (i.e., happiness and surprise) and decreased negative emotions (i.e., fear, sadness) and state anxiety; (c) elicited a strong sense of presence, especially spatial presence; and (d) was practical, simple, motivating, and engaging for learning information about stress and anxiety. These findings offer promising insights into that virtual reality may be an effective tool to provide psychoeducation.
... The FOP (here considered interchangeably to immersion) emerges due to the interaction a customer feels with the environment (Corwin and Erickson-Davis, 2020), which is at the highest level in the digital gaming environment (Ferguson et al., 2020). The level and quality of interactivity in the virtual environment can severely impact the effectiveness of virtual experience FOP (Pallavicini et al., 2020). Being a persuasive tool, the presence can further lead to positive attitudes toward the brand (Vashisht and Chauhan, 2017), brand memory (Vashisht et al., 2020) and buyer intentions (Mitros, 2020). ...
Article
Purpose This study focused on nonconventional marketing (in-game advertisement interactivity) to understand consumers’ purchase intentions. Specifically, this study aims to explore the intervening role of feelings of presence between in-game advertisement interactivity and consumer purchase intention. It further explores whether game–product congruence moderates the relationship between feelings of presence in the game and consumer purchase intention. Design/methodology/approach This study collected data from 386 PUBG mobile players on a convenience basis. The selected players were ensured to have experience in playing mission ignition mode (a Tesla-themed mode of PUBG mobile). Findings The study noted that in-game advertisement interactivity positively affects consumer purchase intention, and this relationship is further explained through feelings of presence. In addition, game–product congruence was noted to strengthen the association between feelings of presence and consumer purchase intention. Research limitations/implications The study used a cross-section design to collect data from players of PUBG through Google Forms on a convenient basis. The study highlights the significance of nontraditional advertisement and game–product congruence that helps businesses to attract customers. Originality/value Drawing upon transportation theory, this study is the first of its kind that has explored the mediating role of feelings of presence between in-game advertising interactivity and consumer purchase intention. In addition, this study shed light on the importance of game–product congruence to strengthen purchase intention.
... Currently, VR education is partially applied in fields that require hands-on experience because learners can safely and repeatedly practice complex and difficult tasks in virtual environments [15]. In VR, users can immerse themselves in a virtual environment [16] and interact with virtual objects in it. VR provides visual education to make it easier to understand complex content while improving communication efficiency [17]. ...
Article
Full-text available
Due to the COVID-19 pandemic, there has been a shift from in-person to remote education, with most students taking classes via video meetings. This change inhibits active class participation from students. In particular, video education has limitations in replacing practical classes, which require both theoretical and empirical knowledge. In this study, we propose a system that incorporates virtual reality and metaverse methods into the classroom to compensate for the shortcomings of the existing remote models of practical education. Based on the proposed system, we developed an aircraft maintenance simulation and conducted an experiment comparing our system to a video training method. To measure educational effectiveness, knowledge acquisition, and retention tests were conducted and presence was investigated via survey responses. The results of the experiment show that the group using the proposed system scored higher than the video training group on both knowledge tests. As the responses given to the presence questionnaire confirmed a sense of spatial presence felt by the participants, the usability of the proposed system was judged to be appropriate.
... The former appears to be related to the interaction aspects, including the actions the user can accomplish and the feedback provided by the environment. In particular, ease of interaction, meaning a fluid, transparent, natural interaction perceived as simple and intuitive, is associated with positive emotions Pallavicini et al. (2020) and negatively associated with distress, worry and frustration Lackey et al. (2016). Conversely, frustration arises when the progress users are making towards achieving a goal is impeded Gilleade and Dix (2004). ...
Article
In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing.
... Kim et al., 2020;Lee et al., 2020). This pandemic has also created competition among the VR content developers to reduce their product costs and compete towards advanced VR systems for the tourism sector, focusing on human-computer interactions rather than resources on mechanics that elicit emotional responses (Pallavicini et al., 2020). With the new normal in place, tourism and hospitality businesses have had to redesign their services, products, and activities with the integration of AR and VR platforms to create an immersive experience for people staying at home and accessing the platform to reach out to the global market and to make the destination brand sustainable for future visit intention. ...
Chapter
Emerging tourist destinations are increasingly becoming preferred destinations to tourists from developed countries. This has increased competition among these emerging destinations, and there is a pressing need to understand the tourists’ travel motivations and decision-making processes. This will help to provide tailor-made products to tourists. This chapter, therefore, begins with an examination of the factors that influence travel to emerging destinations. Also, the chapter provides a detailed theoretical and empirical review of the motivations for travel to emerging destinations. Furthermore, the concepts of travel decision-making process and how they could be applied to emerging destinations are explained. This is followed by an assessment of the relationships between travel motivations and travel decision-making. This chapter concludes with the implications of travel motivations and decision-making for the marketing of emerging destinations.
... In other directions, the content of other perspectives does not seem to be the same as that of the director. The relationship shuts out the audience even more [17]. However, wireless virtual reality technology completely solves this problem. ...
Article
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Wireless virtual reality integrated multidisciplinary technology, combined with related industries and fields, has changed the way of human-computer interaction and opened up a new field of user experience. In recent years, with the rapid improvement of computer technology and hardware conditions, interactive technology has developed rapidly. The existing wireless virtual reality interactive system is too single and cannot be used in multiple environments. The original system requires a large number of sensor equipment, the cost is high, and the traditional perception technology is too restrictive and cannot realize human-computer interaction more naturally. This paper proposes a dual intention perception algorithm based on the fusion of touch (obtained by experimental simulation equipment), hearing, and vision. The algorithm can perceive the user’s operation intention through the user’s natural behavior and can identify the user’s two intentions at the same time. This paper proposes a navigational interactive mode, which provides users with multimodal intelligent navigation through intelligent perception of user intent and experimental progress. We determine the impact model of the interactive system effect evaluation and analyze its effect evaluation strategy in depth and then further quantify the indicators under the four effect dimensions of information perception, artistic reflection, social entertainment, and aesthetic experience. A combination of qualitative and quantitative methods was used to carry out relevant research on effect evaluation, usability test, and questionnaire interview. The experimental results show that this interactive system has better entertainment effects than other forms of film and television animation, but still needs to pay attention to and strengthen the construction and embodiment of film and television animation content, as well as the optimization and perfection of the fault-tolerant mechanism in the design process.
... However, for consumers' decision-making processes, VR experiences offer high levels of presence that are usually associated with feelings of enjoyment (Li et al., 2001a). In turn, if VR users enjoy interacting with the virtual environment or the product therein, then experiences that offer high levels of presence virtually are themselves perceived and expected to be more enjoyable (Pallavicini et al., 2020;Sylaiou et al., 2010;Yung et al., 2021). As a case in point, in their study on how consumers experienced a virtual tour of several tourism destinations with VR, Tussyadiah et al. (2018) found that the sense of presence indeed increased enjoyment during the experience. ...
Article
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Purpose: Our study’s aim was to apply theory on consumer learning in virtual experiences to compare how media technologies (i.e., virtual reality [VR] and standard websites) and users’ gender influence the ways in which tourists gather pre-purchase information. Design/methodology/approach: A laboratory experiment with fully immersive VR was conducted to examine consumers’ behavior in gathering pre-purchase information. The sample comprised 128 consumers who had taken a cruise vacation or who were considering purchasing a cruise package in the near future. Findings: The results generally reveal the central role of the feeling of presence, which in turn positively impacts users’ enjoyment and aspects of consumer learning (i.e., brand attitude, product knowledge, and purchase intent). In particular, the results suggest that compared with standard websites, VR facilitated the tourists’ learning as consumers, especially among women, who tend to dominate the information-gathering stage of planning family vacations. Practical implications: The results imply that travel agencies and tourism centers working with cruise vacation companies should incorporate VR in order to make their offers more attractive, especially to women. Originality: Our study was the first to apply theory on consumer learning in the cruise tourism industry, specifically to compare fully immersive VR devices versus standard websites and gauge the effect of gender.
... VR could play a key role in this frame as it allows researchers to reproduce ad-hoc immersive 3D environments where users' perceptions can reach high levels of realism, and any object can be manipulated in real time. Furthermore, researchers have already noticed the potentiality of VR, compared to traditional tools, for studying emotional reactions and mental states [19,20], and in the manipulation of the environment. This latter aspect is crucial in the modulation of our experiences as already demonstrated by traditional paradigms such as the stimulusorganism-response (S-O-R) [21]. ...
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Scents have the ability to affect peoples’ mental states and task performance with to different extents. It has been widely demonstrated that the lemon scent, included in most all-purpose cleaners, elicits stimulation and activation, while the lavender scent elicits relaxation and sedative effects. The present study aimed at investigating and fostering a novel approach to evaluate users’ experience with respect to scents’ effects through the joint employment of Virtual Reality and users’ neurophysiological monitoring, in particular Electroencephalography. In particular, this study, involving 42 participants, aimed to compare the effects of lemon and lavender scents on the deployment of cognitive resources during a daily life experience consisting in a train journey carried out in virtual reality. Our findings showed a significant higher request of cognitive resources during the processing of an informative message for subjects exposed to the lavender scent with respect to the lemon exposure. No differences were found between lemon and lavender conditions on the self-reported items of pleasantness and involvement; as this study demonstrated, the employment of the lavender scent preserves the quality of the customer experience to the same extent as the more widely used lemon scent.
... These findings underscore the manifestation of bi-directional relations between presence and affective responding [112]. As summarized by Diemer and colleagues [113]: "On the one hand, fear-related elements in VR are input cues to the fear network-as proposed in emotional processing theory-and might thus directly enhance emotional arousal . . . ...
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... Correlations between presence and emotional experience in VR have been consistently reported, especially in the literature on VR exposure therapy (Robillard et al., 2003;Price and Anderson, 2007;Riva et al., 2007;Bouchard et al., 2008;Alsina-Jurnet et al., 2011;Price et al., 2011). Studies have found that the higher presence in virtual experiences, alongside natural and easy-to-use motion-based controllers were able to better provide stimulation and engagement to users, resulting in stronger positive emotions (Pallavicini et al., 2020;Siriaraya & Ang, 2014). Investigating the efficacy of using VEs to promote active aging for the elderly, Baños et al. (2012) similarly found that participants showed an increase in positive emotions and a decrease in negative emotions after use of the VE, alongside high sense of presence. ...
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... This suggests that the interest in this subject for educational researchers, especially regarding practical tests carried out in the classroom, is of great interest. The opportunities offered by virtual technologies allow us to break the limits of formal education [60]. In this way, VR has broken the barriers of formal education, making it possible to access quality education, informally and through ubiquitous technologies accessible to all [61]. ...
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