Proceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the Next Interaction 2019
DOI: 10.1145/3351995.3352034
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Cited by 13 publications
(18 citation statements)
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“…Sample size: Many study reviews have limited participants involved in their research scope. For example, the sample size is derived from older samples due to a challenge to attain authority on younger samples [41] and is constrained to a selective group of population [42]. Respondents from different backgrounds and different age groups differ from how much they feel being immersed and generally also feel being present physically in the virtual world.…”
Section: Assessment Processmentioning
confidence: 99%
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“…Sample size: Many study reviews have limited participants involved in their research scope. For example, the sample size is derived from older samples due to a challenge to attain authority on younger samples [41] and is constrained to a selective group of population [42]. Respondents from different backgrounds and different age groups differ from how much they feel being immersed and generally also feel being present physically in the virtual world.…”
Section: Assessment Processmentioning
confidence: 99%
“…• Did not consider user prior experience and users' understanding towards technology [41]; • Younger kid samples turned out to be more interesting compared to older samples [41].…”
mentioning
confidence: 99%
“…It was mainly used in mental health domain, to create virtual scenarios to facilitate psychological, cognitive, and behavioral interventions for dementia, anxiety disorder, eating disorders, pain management (Tabbaa et al, 2020), and fear of public speaking (Flobak et al, 2019). Co-design techniques have also been effectively applied to develop VR simulations and serious games to promote physical activity (Boger et al, 2018;Eisapour et al, 2020) and to enrich user experience in cultural and naturalistic site (Bettelli et al, 2019). Although co-design does not seem to have been applied in the field of virtual simulation of emergencies, it was still used to design virtual training to manage stressful situations, such as training for police forces in the field of close protection (Lukosch et al, 2012), reentry training for incarcerated women (Teng et al, 2019), and alcohol resistance training for adolescents (Lyk et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Regarding the first point, several techniques were applied in the initial stages of requirements collection and/or experience planning, including affinity diagrams (Bettelli et al, 2019), brainstorming (Lukosch et al, 2012;Lyk et al, 2020;Tabbaa et al, 2020), focus group sessions (Boger et al, 2018;Eisapour et al, 2020), and interviews (Lukosch et al, 2012;Teng et al, 2019). Regarding the second point, these activities mainly involved end users (Lukosch et al, 2012;Teng et al, 2019) and/or experts in the specific application domain, for example kinesiologists for applications to promote physical activity (Eisapour et al, 2020) or managers of private security companies to design virtual training for police forces (Lukosch et al, 2012), while only few studies also involved experts in new technologies and HCI (Bettelli et al, 2019;Tabbaa et al, 2020). On the one hand, the codesign activity helped to obtain valuable feedback from experts (Eisapour et al, 2020), and to identify design recommendations for the specific application domain (Boger et al, 2018;Eisapour et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
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