2019
DOI: 10.1162/pres_a_00347
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When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts

Abstract: In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020-21, during the COVID-19 pandemic parents were stressed and exhausted by the challenges of work, home schooling and barriers to typical childcare arrangements. Children were missing one another, their social lives and the variety of experiences that the world beyond the home brings. Immersive Virtual Reality (IVR) offers tried and tested ways to enable children to ma… Show more

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Cited by 7 publications
(3 citation statements)
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“…Many efforts have been made to enhance either VR devices and technology by itself or user experiences to improve the simulated experience's performance to make VR the future mainstream technology [88,89]. Zhang [90] expressed the concept of I3 in VR as Immersion, Imagination, and Interaction.…”
Section: Virtual Reality For Research and Empathymentioning
confidence: 99%
“…Many efforts have been made to enhance either VR devices and technology by itself or user experiences to improve the simulated experience's performance to make VR the future mainstream technology [88,89]. Zhang [90] expressed the concept of I3 in VR as Immersion, Imagination, and Interaction.…”
Section: Virtual Reality For Research and Empathymentioning
confidence: 99%
“…Beyond a few examples (Gansell 2018;Pietroszek et al 2021), there have been relatively few Assyriological realisations of digital or virtual reality projects (Hanes 2020; Sahala 2021) compared to those depicting Egyptian and Roman civilisations. Our research aims to inform and create connected, accessible and engaging virtual and augmented reality experiences for cuneiform tablets for scholars and citizens (Woolley et al 2020), recognising both the opportunities and challenges associated with the adoption of tools and technologies Hall et al 2021).…”
Section: Research Rationalementioning
confidence: 99%
“…At the same time, there are concerns about VR hardware practicalities, visual fidelities and cybersickness, as well as concerns that some positive outcomes may relate more to enjoyed experiences rather than the promotion of learning (Makransky et al, 2021). There are also concerns that despite the considerable promise of 3D, AR, VR and immersive technologies, and early expectations and enthusiasm, there has been disappointing progress in terms of adoption (Hall et al, 2019). However, challenges aside, 3D, AR and VR experiences have repeatedly demonstrated significant educational potential (Kami ńska, 2019) that can engage individuals by enlivening artefacts, concepts, environments and histories.…”
Section: Introductionmentioning
confidence: 99%