For further development of technologies but also for the implementation in real life contexts, it is important to understand users' perspectives on the anticipated use of innovative technologies in an early development phase. In addition, it is also important to get a better understanding of the explanation of this behavior towards technology use in later stages. Although Head Mounted Displays (HMDs) are not really new anymore, the uptake has been slow so far and people showed some extreme reactions. The objective of this study was to analyze the content of YouTube comments on videos of HMDs, in order to get a better understanding of relevant factors in this early phase of potential acceptance of HMDs. We analyzed 379 YouTube comments on HMDs using content analysis. Comments were divided into three groups: HMD, video, and miscellaneous. Comments about HMDs n=24 were further analyzed. Most of the commenters showed a positive attitude to HMDs. Within the positive attitude, the most expressed themes were comments about the type of use (gaming), positive evaluations (emotions, coolness) and perceived need for an HMD. Within the negative attitudes, negative evaluations (judgments, emotions) were showed most and negative comparisons to other products were made. In neutral attitudes, the main theme was the type of use (gaming). The results specify a couple of user needs and social norms and values which people attach in this early phase to HMDs. In this early phase of acceptance, some early adoption observations were found as in when someone talks about the type of use (felt needs) and positive judgments (social norms). Early signs of rejection were found by negative judgments (social norms) and comparisons with other products (previous practice).
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The current study investigated the relationship between the point-of-view (POV) of a 360-degree film for Head Mounted Displays and the level of presence and enjoyment. We created two conditions with a 360-degree movie, with different POVs (actor and observer). Participants from the actor condition scored significantly higher on Spatial Presence compared to participants from the observer condition. However, the expected differences in enjoyment and other subscales of presence between the two conditions were not found. Finally, we provide a recommendation on what POV (actor or observer) is the most presence and enjoyment enhancing.
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The current study investigated the relationship between the point-of-view (POV) of a 360-degree film for Head Mounted Displays and the level of presence and enjoyment. We created two conditions with a 360-degree movie, with different POVs (actor and observer). Participants from the actor condition scored significantly higher on Spatial Presence compared to participants from the observer condition. However, the expected differences in enjoyment and other subscales of presence between the two conditions were not found. Finally, we provide a recommendation on what POV (actor or observer) is the most presence and enjoyment enhancing.
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De gymzaal is de allermooiste werkplek die er bestaat. Maar het kan in onze ogen nog mooier en beter. Op welke wijze kan technologie, in het bijzonder augmented reality, iets toevoegen aan het bewegingsonderwijs? Welke meerwaarde heeft het voor leerlingen en voor docenten? Aan welke toepassingen kun je denken? En wat zijn de randvoorwaarden?
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Smart glasses were perceived to be potentially revolutionary for healthcare, however, there is only limited research on the acceptance and social implications of smart glasses in healthcare. This study aims to get a better insight into the theoretical foundations and the purpose was to identify themes regarding adoption, mediation, and the use of smart glasses from the perspective of healthcare professionals. A qualitative research design with focus groups was used to collect data. Three focus groups with 22 participants were conducted. Data were analyzed using content analysis. Our analysis revealed six overarching themes related to the anticipated adoption of smart glasses: knowledge, innovativeness, use cases, ethical issues, persuasion, and attitude. Nine themes were found related to anticipated mediation and use of smart glasses: attention, emotions, social influences, design, context, camera use, risks, comparisons to known products, and expected reaction and might influence the acceptance of smart glasses.
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Smart glasses were perceived to be potentially revolutionary for healthcare, however, there is only limited research on the acceptance and social implications of smart glasses in healthcare. This study aims to get a better insight into the theoretical foundations and the purpose was to identify themes regarding adoption, mediation, and the use of smart glasses from the perspective of healthcare professionals. A qualitative research design with focus groups was used to collect data. Three focus groups with 22 participants were conducted. Data were analyzed using content analysis. Our analysis revealed six overarching themes related to the anticipated adoption of smart glasses: knowledge, innovativeness, use cases, ethical issues, persuasion, and attitude. Nine themes were found related to anticipated mediation and use of smart glasses: attention, emotions, social influences, design, context, camera use, risks, comparisons to known products, and expected reaction and might influence the acceptance of smart glasses.
MULTIFILE
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The purpose of this research was to determine the level of narrative comprehension in films when watched in a virtual reality headset (Oculus Rift). A 360-degree live-action film was created and was shown to participants after which the level of comprehension of various literary aspects as well as the feeling of distraction and enjoyment were measured using questionnaires and interviews. Revealing how increased freedom to view a movie in virtual reality has an effect on storyline understanding, provided a framework to start a discussion on whether and how to utilize virtual reality as a means for storytelling through films.
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Head-mounted displays (HMDs) have been available for several years now, but uptake has been slow so far. The objective of this study was to gain insight into preferences on anticipated use in the early phase of HMDs with augmented reality. A survey was conducted among Dutch students following a nursing or social work education (N=100). Results showed that almost nobody had ever used a HMD. The areas of high interest of anticipated use of HMDs lies especially in receiving information regarding emergencies via the HMD if something is happening close to people's physical location and news and general information about physical location. For potential use functionalities, the most interesting functions reported by respondents were using HMDs for hands-free calling and receiving information about their behavioral patterns with regard to movement. The attitudes towards receiving non-visible cues in social interaction such as detecting stress levels or mood were all reported with a negative attitude. More than half of the respondents reported to have an intention to use a HMD in the future.
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