“This Is So Cool”: A Phenomenological Study on Virtual Reality Novelty

Q4 Computer Science
Megan Cox, Casey Yetter
{"title":"“This Is So Cool”: A Phenomenological Study on Virtual Reality Novelty","authors":"Megan Cox, Casey Yetter","doi":"10.51548/10.51548/joctec-2022-004","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) technology often provides immersive experiences through which consumers can better understand how a product works or why they should invest in a product (Dennis, 2010). Consumers who use VR are often able to simulate authentic experiences that feel “real-life” (Diemer et al., 2015). VR experience has also been associated with the characteristics of immersion, presence, interactivity (Mutterlein, 2018), and vividness (Van Kerrebroeck et al., 2017). Novelty and first-time VR use have been investigated to some extent in research on education (Adams et al., 2009; Merchant et al., 2014), but VR novelty has not been studied in-depth in other disciplines. This study takes a phenomenological approach, which uses in-depth descriptions of participants’ experiences of a real-life phenomenon to understand those experiences better and lay the foundation for future studies (Cresswell & Poth, 2018). The research uses a sample of 27 participants who experienced VR for the first time and answered open-ended questions concerning that experience, in addition to demographic questions. Participants were given 30 minutes each to select from various VR games and YouTube 360 videos in their first-ever encounter with using a VR headset. In-depth field notes were taken during the experience by the researchers, and post-experience interview prompts for participants were based on previous studies on VR immersion and flow theory. This exploratory, phenomenological study provides three themes that emerged from the data: disorientation and immersion, surprise, and a gradual release on reality. Possibilities for future research and the addition of novelty to the technology acceptance model are discussed.","PeriodicalId":39396,"journal":{"name":"International Journal of Information and Communication Technology","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2022-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Communication Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.51548/10.51548/joctec-2022-004","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual reality (VR) technology often provides immersive experiences through which consumers can better understand how a product works or why they should invest in a product (Dennis, 2010). Consumers who use VR are often able to simulate authentic experiences that feel “real-life” (Diemer et al., 2015). VR experience has also been associated with the characteristics of immersion, presence, interactivity (Mutterlein, 2018), and vividness (Van Kerrebroeck et al., 2017). Novelty and first-time VR use have been investigated to some extent in research on education (Adams et al., 2009; Merchant et al., 2014), but VR novelty has not been studied in-depth in other disciplines. This study takes a phenomenological approach, which uses in-depth descriptions of participants’ experiences of a real-life phenomenon to understand those experiences better and lay the foundation for future studies (Cresswell & Poth, 2018). The research uses a sample of 27 participants who experienced VR for the first time and answered open-ended questions concerning that experience, in addition to demographic questions. Participants were given 30 minutes each to select from various VR games and YouTube 360 videos in their first-ever encounter with using a VR headset. In-depth field notes were taken during the experience by the researchers, and post-experience interview prompts for participants were based on previous studies on VR immersion and flow theory. This exploratory, phenomenological study provides three themes that emerged from the data: disorientation and immersion, surprise, and a gradual release on reality. Possibilities for future research and the addition of novelty to the technology acceptance model are discussed.
“这太酷了”:虚拟现实新颖性的现象学研究
虚拟现实(VR)技术通常提供身临其境的体验,通过这种体验,消费者可以更好地了解产品是如何工作的,或者他们为什么应该投资于产品(丹尼斯,2010)。使用VR的消费者通常能够模拟真实的体验,感觉“真实”(Diemer et al., 2015)。VR体验还与沉浸感、存在感、互动性(Mutterlein, 2018)和生动性(Van Kerrebroeck等人,2017)等特征有关。在教育研究中,对新奇感和首次使用VR进行了一定程度的调查(Adams et al., 2009;Merchant et al., 2014),但VR新颖性在其他学科中尚未得到深入研究。本研究采用现象学方法,对参与者对现实生活现象的体验进行深入描述,以更好地理解这些体验,为未来的研究奠定基础(Cresswell & Poth, 2018)。该研究使用了27名参与者的样本,他们首次体验虚拟现实,并回答了有关该体验的开放式问题,以及人口统计问题。参与者有30分钟的时间从各种VR游戏和YouTube 360视频中进行选择,这是他们第一次使用VR耳机。研究人员在体验过程中进行了深入的现场笔记,并根据先前关于VR沉浸和心流理论的研究为参与者提供了体验后访谈提示。这个探索性的现象学研究提供了从数据中出现的三个主题:迷失方向和沉浸,惊喜和对现实的逐渐释放。讨论了未来研究的可能性以及在技术接受模型中加入新颖性的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
0.70
自引率
0.00%
发文量
95
期刊介绍: IJICT is a refereed journal in the field of information and communication technology (ICT), providing an international forum for professionals, engineers and researchers. IJICT reports the new paradigms in this emerging field of technology and envisions the future developments in the frontier areas. The journal addresses issues for the vertical and horizontal applications in this area. Topics covered include: -Information theory/coding- Information/IT/network security, standards, applications- Internet/web based systems/products- Data mining/warehousing- Network planning, design, administration- Sensor/ad hoc networks- Human-computer intelligent interaction, AI- Computational linguistics, digital speech- Distributed/cooperative media- Interactive communication media/content- Social interaction, mobile communications- Signal representation/processing, image processing- Virtual reality, cyber law, e-governance- Microprocessor interfacing, hardware design- Control of industrial processes, ERP/CRM/SCM
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信