Hochschule für Angewandte Psychologie FHNW
Dauerhafte URI für den Bereichhttps://irf.fhnw.ch/handle/11654/1
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Bereich: Suchergebnisse
Publikation Virtual und Mixed Reality im Sicherheitsbereich(08.01.2024) Christ, Oliver06 - PräsentationPublikation Digital Innovation Lab der FHNW. Immersive Technologien und soziale Roboter(02.02.2024) Christ, Oliver06 - PräsentationPublikation Job relevance or perceived usefulness? What features of immersive virtual reality software predict intention to use in a future project-based-learning scenario: a mixed method approach(Frontiers Research Foundation, 14.12.2023) Travaglini, Alessio; Brand, Esther; Meier, Pascal; Christ, OliverNot only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.01A - Beitrag in wissenschaftlicher ZeitschriftPublikation Immersive virtual reality during work out with movable sports equipment: the effect on oculomotor, disorientation, and nausea before and after training(AHFE Open Access, 2023) Christ, Oliver; Deuber, Michelle; Gächter, Anina; Guedel, Jordin; Papageorgiou, Andreas; Ahram, Tareq; Taiar, RedhaThe combination of immersive virtual reality and sport has garnered significant attention in the academic world and the industry domains. There is a decent amount of literature that shows positive effects but also critical voices when it comes to learning and wellbeing in a virtual world during work out. In our study we postulate the hypothesis that subjects with a higher degree of predisposition in simulation sickness will show higher values in all three subscales of the simulation sickness questionnaire (SSQ) while doing exercise with sports gear with moveable parts in a fully immersive VR application than subjects with lower degrees of predisposition in motion sickness. However, our data did not support the hypothesis. Surprisingly, we even found a disproportionate significant improvement in the oculomotor subscale of the SSQ. These results are being discussed and further studies are being suggested.04B - Beitrag KonferenzschriftPublikation Training in Immersive Virtual Reality: A Short Review of Presumptions and the Contextual Interference Effect(Springer, 03.04.2020) Christ, Oliver; Ziegler, Cyrill; Hirschi, Andreas; Genovese, Rosina; Papageorgiou, Andreas; Ahram, Tareq; Taiar, Redha; Gremeaux-Bader, Vincent; Aminian, KamiarThe increase of shipped consumer immersive virtual reality (IVR) up to 6 million units in 2019 shows the increasing popularity of this medium. Invests of 8 billion dollars are anticipated in the next five years for the training sector. With the development the question arise, what effects and advantages can be expected using IVR in human training? This paper reviews three important areas, when it comes to the design of immersive virtual reality trainings: 1. cognitive load, 2. spatial imagination and the contextual interference effect.04B - Beitrag Konferenzschrift
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