2015
DOI: 10.1016/j.apergo.2015.03.006
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The effect of user's perceived presence and promotion focus on usability for interacting in virtual environments

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Cited by 59 publications
(50 citation statements)
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References 24 publications
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“…The above studies all found higher presence led to higher efficiency for the participants. Sun et al (2015) also found that immersion was dependent on time spent in the VR experience and recommended longer sessions for the user to have a higher sense of immersion and thus, presence. Motivation Theory is another that has been used to study AR's impact on student behaviour (Di Serio, Ibáñez, & Kloos, 2013).…”
Section: Theory-based Vr and Ar Tourism Researchmentioning
confidence: 96%
See 1 more Smart Citation
“…The above studies all found higher presence led to higher efficiency for the participants. Sun et al (2015) also found that immersion was dependent on time spent in the VR experience and recommended longer sessions for the user to have a higher sense of immersion and thus, presence. Motivation Theory is another that has been used to study AR's impact on student behaviour (Di Serio, Ibáñez, & Kloos, 2013).…”
Section: Theory-based Vr and Ar Tourism Researchmentioning
confidence: 96%
“…An adequate level of authenticity perceived from virtual worlds could prove to be the tipping point for an influx of interest, both academically and from the tourism industry, into virtual tourism. Outside tourism, Presence Theory has been adapted for VR research in education (Sun, Li, Zhu, & Hsiao, 2015), aviation (Vora et al, 2002), computer-mediated conferences (Gunawardena & Zittle, 1997), and emotional environments in cyberpsychology (Banos et al, 2004). The concept of Presence is the perceptual illusion that a mediated experience is not mediated (Bartle, 2007;Dinh, Walker, Hodges, Chang, & Kobayashi, 1999).…”
Section: Theory-based Vr and Ar Tourism Researchmentioning
confidence: 99%
“…The studies in the field are vast, ranging from measuring immersion through abstract concepts such as avatars (Farrow & Iacovides, 2014), to immersion as a result of social engagement (Grinberg, Careaga, Mehl, & O'Connor, 2014), while others have studied for form and content to determine the relationship between immersion, emotion, and presence (Banos, Botella, Alcaniz, Liano, Guerrero, & Rey, 2004). One study, however, draws attention to how studies in the field focus on how immersion, presence, and VR systems are measured through outcomes and provides some insight as to the inputs that must go into designing VR systems for immersion and presence in the first place -thereby drawing focus to the usability of systems (Sun, Li, Zhu, & Hsiao, 2015). This, in turn draws attention to the more tangible aspects of VR.…”
Section: Immersion: Checking the Depth Of The Pool Without Getting Wetmentioning
confidence: 99%
“…Virtual environment (VE) applications are rapidly increasing. Since the early 1990s, such applications have been developed in diverse domains, such as surgery [1], safety training for cabin safety procedures [2], advanced manufacturing systems integrating robots and humans to execute tasks [3], and usability evaluations [4]. In addition to being applicable in more extensive areas, VEs have recently received attention from computing technology providers such as Microsoft, Google, NVIDIA, HTC, and Samsung-all of which are seeking even more exciting applications.…”
Section: Introductionmentioning
confidence: 99%