مطالب مرتبط با کلیدواژه

virtual reality


۱.

Providing a Framework for Virtual Reality Functions in B2B Business Customer Journey with a Focus on Immersion Features(مقاله علمی وزارت علوم)

کلیدواژه‌ها: B2B Businesses Customer Journey Immersion thematic analysis virtual reality

حوزه های تخصصی:
تعداد بازدید : ۱۸۰ تعداد دانلود : ۱۳۴
Due to the dispersion of these functions in the literature and their anonymity, the purpose of this study is to identify the functions of virtual reality immersion feature in B2B business customer journey and provide a framework. The concept of these functions involves the three stages: before the purchase, purchase and after the purchase of this journey.This study has been done by adopting a qualitative approach and thematic review method. The required data was collected through literature review. First, research articles on B2B marketing and virtual reality were searched in Google Scholar and Scoops databases, and during the steps and filters, a total of 274 articles were extracted from these two databases. Duplicate article, 257 articles were obtained. In the next step, by applying the exclusion criteria, 224 articles were deleted and finally 33 articles were finally reviewed. After performing the thematic analysis steps, 67 codes were extracted, which were presented in the form of four themes or main functions and nine themes or sub-functions. The findings of this study contribute to a more comprehensive understanding of managers and marketing and sales experts of the functions of the VR immersion feature at each stage of the B2B customer journey. Managers and owners of B2B businesses can use these functions in customer journey based on their marketing and sales goals and enjoy its benefits. It also helps researchers identify and improve the scientific and managerial understanding of the functions of the VR immersion feature and how it creates value in B2B client journey. According to the results of this research to future researchers, reviewing the literature with more sources and a wider period, developing a research model using other theories; And model testing with initial data is recommended.
۲.

The virtual reality aerobic exercise on the anthropometric and psychological indices of overweight female students(مقاله علمی وزارت علوم)

کلیدواژه‌ها: anthropometric index psychological index virtual reality

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تعداد بازدید : ۱۱۱ تعداد دانلود : ۱۰۸
Background: Virtual reality (VR) as a digital technology may affect the physical and mental performance of students.   Aim : The aim of the present study is to examine the effects of VR aerobic exercise on the physiological and psychological indicators of overweight female students. Materials and Methods: In the present study, a number of 30 overweight (body mass index (BMI) of 27±2) female students (aged 10-13 years), have been classified into three groups of aerobic exercise with VR glasses, aerobic exercise without VR glasses and control. The workout groups performed 8 weeks of aerobic exercise with and without VR glasses at home, during which time the control group did not exercise. Prior to and after the course, the students participated in pre-and post-test, which included body composition tests, waist to hip circumference to measure the anthropometric indices, and Harvard step test to measure aerobic capacity. The sport motivation and physical activity enjoyment scale were employed in order to measure the psychological indices. Results: The present results have indicated that eight weeks of aerobic exercising with and without VR glasses significantly reduces BMI ( P = 0.0001 and P = 0.005, respectively) and Heart Rate Recovery (step test) ( P = 0.0001 and P = 0.003, respectively). However, the indices of enjoyment of sports activity ( P = 0.0001 and P = 0.004, respectively) and sports motivation ( P = 0.0001 and P = 0.001, respectively) were found to meet a sharp increase in both exercise groups. Conclusion:  The present achievements showed that both exercise methods lead to reduced anthropometric and improved psychological indices.
۳.

The effects of game therapy on the static and dynamic balance of 4-10-year-old children with spastic diplegic cerebral palsy(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Dynamic and Static Stability Spastic Paralysis virtual reality

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تعداد بازدید : ۱۳۷ تعداد دانلود : ۱۰۹
Background: Balance is a critical physical factor for achieving independence, and children with spastic cerebral palsy often experience motor and balance difficulties. Aim: The aim of this study was to investigate the effects of game therapy on the balance of children with cerebral palsy, with a focus on basic abilities. Materials and Methods: This study utilized a quasi-experimental design with a pretest-posttest controlled approach. Twenty children aged 4-10 years, diagnosed with spastic diplegic cerebral palsy with levels 1 and 2 according to SCFMG standards, with a minimum IQ of 80 (to be able to perform the required tasks), and possessing the basic ability to stand and maintain posture balance, as well as communicate and understand linguistic concepts, were randomly selected from rehabilitation clinics in Tehran. Subjects were randomly divided into the control and game therapy groups. The pediatric balance scale (PBS) test was used to evaluate the balance level using a WII device with a wireless controller and a motion controller. The exercise program consisted of nine different games targeting various areas with the common goal of improving the child's balance. After 20 game therapy sessions, (four 20-minute sessions per week,) tests were repeated in the post-test. The data were analyzed with tow way ANOVA Test and paired T-test by SPSS, 20. Results : The results of the paired t-test indicate a significant improvement in static balance in the post-test for the game therapy group when compared to the pre-test ( P <0.0001). Moreover, the dynamic balance of the experimental group showed a significant improvement in the post-test when compared to the pre-test ( P =0.042). Conclusion: The study findings indicate that game therapy is a viable method for enhancing both static and dynamic balance in children with cerebral palsy. Given that the games used in the therapy are intended to be played at home with parental supervision, it is advised that these games be utilized to improve the balance of children with cerebral palsy.
۴.

What a World! The Pluralistic Universe of Innocent Realism(مقاله علمی وزارت علوم)

نویسنده:

کلیدواژه‌ها: metaphysics existence vs reality Innocent Realism the world mindedness virtual reality

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تعداد بازدید : ۹۱ تعداد دانلود : ۷۹
The method of metaphysics: Metaphysics is empirical but depends not, like the sciences, on recondite experience but on close attention to aspects of everyday experience we ordinarily scarcely notice. "Real" is a broader concept than "exists" (which applies only to particulars) and also applies to phenomena, kinds, and laws, which are real, but not, of course, existent entities. But "there are real kinds, laws, etc." doesn't imply that all the kinds and laws we believe are real, are. I call my approach "Innocent Realism" because--though it's certainly not naive--it requires attending to experience, so far as possible, without substantial preconceptions. There is one real world, enormously varied but also integrated. It includes physical stuff, kinds, laws, etc. and, here on earth, a vast array of human artifacts, physical, social, intellectual, and imaginative, all intimately interconnected. All this requires human mindedness (a better word than "mind" because it doesn't suggest that human mentality is an organ like the heart or the liver). Rather, it's a complex congeries of dispositions and abilities: to understand even such a relatively simple thing as what's involved in someone's believing something, we need to take account of the person's dispositions to behavior, verbal and otherwise; to the neurophysiological realizations of these dispositions; and to their connections to the world and to words in the person's linguistic community--this last requiring other people's words-world connection. "Virtual" reality is just one more computer artifact, clever, no doubt, but not metaphysically startling. It's oversold, but this is advertising hype, not serious metaphysics.
۵.

Virtual reality (VR) tours and their impact on consumers' intention to visit the physical store(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Virtual Tours virtual reality VR 360 Degree Photo Virtual Reality Tour intention to visit

حوزه های تخصصی:
تعداد بازدید : ۸۷ تعداد دانلود : ۸۶
Virtual reality is one of the most attractive and promising technologies in the world today, which is rapidly growing and developing. The many capabilities of this technology indicate its diverse applications in the fields of marketing and consumer behavior. An application of virtual reality is the ability to conduct 360-degree virtual tours of the store. This research will investigate and answer the question of whether the use of 360-degree interactive tours based on virtual reality capabilities will stimulate the intention of its audience to visit the store physically or not. Due to its practical results and the method used in it, this research is an experiment, simulation, and survey, which includes two groups of 12 people as a control group and an experimental group, and in two levels: pre-test, post-test, and finally, the recall test. Data were collected through a questionnaire with appropriate validity and reliability from both groups and in all three levels of pre-test, post-test, and reminder test, and then, through SPSS software, the mean difference and standard deviation difference tests were analyzed. The results of this study showed a significant difference in the intention of physically visiting the experimental group (virtual reality) participants from the store physically compared with the participants in the control group. This means that companies and marketers can use technologies such as virtual reality to effectively stimulate consumers' behavioral malpractice instead of traditional methods.
۶.

The Behavioral Intention of Coaches in Virtual Reality: The Roles of Perceived Usefulness, Enjoyment, Performance Expectancy, Self-Efficacy, and Ease of Use(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Sports Coaching Simulation Technology Acceptance Model Virtual Environment virtual reality

حوزه های تخصصی:
تعداد بازدید : ۳۱ تعداد دانلود : ۲۷
The aim of the current research was to investigate the behavioral intention of coaches in virtual reality with considering the roles of Perceived Usefulness, Enjoyment, Performance Expectancy, Self-Efficacy, and Ease of Use. To collect the research data, a researcher-developed questionnaire with two sections was used. The first section included participants' demographic information, and the second section was used to collect data on research dimensions and variables. All questionnaires in this study utilized a 5-point Likert scale. The statistical population of this research included all sports coaches in Guilan province, Iran, both in individual and team disciplines, with a sample size of 350 individuals. SPSS software was employed for descriptive statistics, and Smart PLS was used for structural equation modeling. The results indicated that perceived usefulness, self-efficacy, enjoyment, ease of use, and performance expectancy have a positive and significant impact on the intention towards virtual reality behavior. Considering the current findings, the use of virtual reality in sports coaching can be recognized as a powerful tool for enhancing athletes' learning experiences, increasing enjoyment, and fostering a stronger and better inclination for active participation in sports activities.
۷.

A virtual-reality (VR) cognitive pupillometry analysis of auditory and visual phonemic awareness tasks involving ‘th’ sound variations(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Cognitive load cognitive pupillometry phonemic awareness task phonological processing virtual reality

حوزه های تخصصی:
تعداد بازدید : ۳۳ تعداد دانلود : ۱۷
Rooted in the Cognitive Load (CL) and Dual Coding theories, this sequential explanatory study examined the CL levels experienced by 36 available Iranian pre-intermediate English as a Foreign Language (EFL) learners in auditory and visual Phonemic Awareness Tasks (PATs). The PATs focused on 'th' sound variations that were specifically challenging for Persian speakers of English. Participants were divided into two equal groups. The first group underwent auditory and visual PATs (i.e., picture sorting and word discrimination). The second group faced auditory PATs only (i.e., rhyme recognition and sound isolation) structured around voiced and voiceless ‘th’ sounds. In the qualitative phase, 8 participants were randomly interviewed to discover the potential reasons behind various levels of CL measured in certain PATs. A Virtual Reality (VR) cognitive pupillometry analysis was performed for two groups in an immersive VR environment using VR Head-Mounted Displays (VR-HMDs) and Tobii Nexus software, followed by thematic analysis. GazeMetrics strategies were employed to validate and ensure the reliability of the data collection process. The quantitative results demonstrated (a) no critical differences regarding the CL experienced by the participants in each group concerning voiced vs. voiceless’ th’ PATs and (b) higher levels of CL (increased pupil diameter, decreased blink rates, and increased gaze pattern or fixation duration) among participants in the auditory PATs group compared to the ones in the auditory and visual PATs group. Besides, qualitative findings identified the following factors as the most probable causes of the observed differences in CL levels among participants: (a) segmental differences, (b) phonological transfer, (c) phonological fossilization, (d) working memory constraints, (e) cognitive flexibility, and (f) task delivery methods. This study contributes to cognitive phonology, phonological processing, perceptual-motor language functions, and English material development.