2019
DOI: 10.1080/14794713.2019.1637100
|View full text |Cite
|
Sign up to set email alerts
|

Narrative as virtual reality 2: revisiting immersion and interactivity in literature and electronic media

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
6
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
8

Relationship

0
8

Authors

Journals

citations
Cited by 10 publications
(6 citation statements)
references
References 1 publication
0
6
0
Order By: Relevance
“…Of the studies related to acute pain, 23.6% were situated in the field of needle insertions, with a primary focus on implementing immersive and interactive VR platforms within acute pain applications [ 19 ]. Immersion (i.e., subjective user assessment of being absorbed in a virtual world and the VR configuration [ 30 ]), interactivity (i.e., the degree to which a user is capable of influencing the virtual world [ 30 ]) and presence (i.e., subjective experience of being in an environment, even when a person is physically situated in another environment [ 31 ]) are considered the main pillars of VR applications [ 32 ]. The three-dimensional 360-degree virtual environment that was presented through a head-mounted display, combined with an active contribution of the children to the race, has led to an immersive, interactive VR experience in the current study that enabled children to reduce pain, as reported in the majority of studies in acute settings [ 33 , 34 , 35 ].…”
Section: Discussionmentioning
confidence: 99%
“…Of the studies related to acute pain, 23.6% were situated in the field of needle insertions, with a primary focus on implementing immersive and interactive VR platforms within acute pain applications [ 19 ]. Immersion (i.e., subjective user assessment of being absorbed in a virtual world and the VR configuration [ 30 ]), interactivity (i.e., the degree to which a user is capable of influencing the virtual world [ 30 ]) and presence (i.e., subjective experience of being in an environment, even when a person is physically situated in another environment [ 31 ]) are considered the main pillars of VR applications [ 32 ]. The three-dimensional 360-degree virtual environment that was presented through a head-mounted display, combined with an active contribution of the children to the race, has led to an immersive, interactive VR experience in the current study that enabled children to reduce pain, as reported in the majority of studies in acute settings [ 33 , 34 , 35 ].…”
Section: Discussionmentioning
confidence: 99%
“…Compared to static images, 360-degree VR tours allow users to alter the viewpoint angle from any direction with simple rotation and movement, increasing interactivity within the virtual space (Lurie and Mason, 2007). In contrast, immersive VR can modify the virtual environment by recognizing users' head movements and gestures, allowing for real-time response, interaction, and navigation within the virtual environment (Jarvis, 2019).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Presence describes the subjective experience of being in one place or environment, even when one is physically situated in another [23]. There are two points of view for immersion definition; the first is based on the state of mind (feeling caught up in and absorbed by the virtual world) and the second is based on the technological capability of a VR system (1)Fully immersive, using a head-mounted display (HMD), (2)Semi-immersive, using large projection screens, (3)Minimal-immersive, using window-based display) [24]. Interactivity describes the degree to which users can influence the content of the virtual environment [24].…”
Section: A Virtual Realitymentioning
confidence: 99%
“…There are two points of view for immersion definition; the first is based on the state of mind (feeling caught up in and absorbed by the virtual world) and the second is based on the technological capability of a VR system (1)Fully immersive, using a head-mounted display (HMD), (2)Semi-immersive, using large projection screens, (3)Minimal-immersive, using window-based display) [24]. Interactivity describes the degree to which users can influence the content of the virtual environment [24]. According to [25], growing improvements in hardware and software make VR technology more affordable for the scientific and commercial community.…”
Section: A Virtual Realitymentioning
confidence: 99%