The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
360 Virtual Reality Travel Media for Elderly
Open accessAbstract
The objectives of this qualitative research were to study the model of 360° virtual reality travel media, to compare appropriateness of moving 360° virtual reality travel media for elderly with both still and moving cameras, and to study satisfaction of elderly in 360° virtual reality travel media.The informants are 10 elders with age above and equal to 60 years old who live in Bangkok regardless of genders.Data were collected through documents, detailed interview, and non-participant observation of elders to 360° virtual reality travel media with data triangulation.1. From the literature review on appropriate 360° virtual reality travel media design for elders, the results found that 1.The creation of 360° virtual reality must primarily consider the target consumers on their physics, 2. 360° virtual reality must have fluidity on changing view of the camera by calibrating with the target consumers, 3. The image displayed must not move too fast to prevent dizziness and improve comfort of the target consumers.It is also highly recommended to implement a function to customize movement rate for the customer, 4. The resolution of the display should be high and if the target consumers have visibility problems, they would use eyeglasses too to achieve best immersion, 5.The quality of sound effects and soundtracks must be high and clear enough.The sound should be stereo for the target consumers to recognize the direction of the sound.2. From the in-depth interview of the target consumers, the results found that 1.They are worried and not used to the equipment, but they are interest in the equipment and did not feel fear, 2. They have no idea where to look, 3.They are dizzy, 4. They feel excited, 5.They are interest in what is more to see, 6 They feel like they did actually travel there, 7.They can hear sound clearly, 8.They do not like when the camera is moving and find still camera more comfortable.3. From the non-participant observation, the researchers continuously observed the target consumers and found that they are always excited, laughed, and smiled when watching the media.They always asked where this is and why they cannot see anything when turning around.Some participants cannot hear the sound clearly and some even have nausea like when they have got car sickness so they have to remove the equipment and rest before trying again.From the comparison, there are 9 out of 10 elders who have nausea from watching moving 360° virtual reality media but there is only 1 person who got nausea when watching still 360° virtual reality media.
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“Older adults believed that the resolution of the display must be of high enough quality to ensure a positive experience [50,51].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Difficulties with the HMD being too small to wear with glasses were also described [14,44,46,48,50,51].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Perceptions of the audiovisual quality of IVR hardware varied across studies [14,16,45,48-52]. A total of 5/13 of the studies reported some form of audiovisual issue [14,45,49-51], with feedback that the volume was not at the right level or was not clear enough [45,49-51] or that sound coming from the physical environment could negatively affect the IVR experience [45].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“The physical capabilities of the participants and how that influenced their experience with IVR were also reported [9,15,16,44,47,48,50,51]. Having impaired hearing or vision hindered the participants’ experience with IVR [16,50,51]. A lack of mobility also prevented some participants from making the most of the full 360° experience [9,47,48,50], where some found it difficult to turn themselves to”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“A total of 10/13 of the studies reported participants’ experiences and perceptions of presence and immersion in IVR [9,14-16,46,48-52]. Participants reported that the feeling of presence made the experience feel more real [15] and allowed them to engage with objects in the virtual environment as if they were really present [9]. Participants from 3/13 of the studies explicitly reported enjoying the”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measured
The source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Feedback provided by participants during and after use was mostly positive [9,14,16,46,48,49,51]. Authors from 1/13 of the studies reported that participants were excited and curious about IVR and were keen to learn about its potential benefits [14]. A participant from another study went as far as to say that it was a technology that had been missing from their life [9]. Novelty experienced in IVR”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“A total of 11/13 of the studies described feedback on the content presented, specifically the various objects and scenes inside the virtual environment and participants’ experiences navigating them [9,14-16,44,46-48,50-52]. Participants preferred still content to moving content [44,51] and preferred content that was familiar [52], in particular, content similar to past experiences in real life [44”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measuredThe source backs part of the claim, not all of it — or backs it for a different population, condition or comparison.
In the citing paper
“Conflicting participant experiences were present across the synthesis. These conflicts included differences in older adults’ experiences of dizziness and nausea [14,44], wearing the HMD [9,14,15,44,46,48,50,51], and sitting while using IVR [15,44,50].”
From Older Adults’ Experiences and Perceptions of Immersive Virtual Reality: Systematic Review and Thematic Synthesis (2022) · cites this paper as [51]
Experimental — accuracy not yet measured
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Citations
Cites
Tamayo, J. L. R., Barrio, M. G., & García, F. G. (2017) · Multimodal Technologies and Interaction · doi:10.3390/mti1040021 · Cited by 340
Botella, C., Serrano, B., baños, R., & García-Palacios, A. (2015) · Neuropsychiatric Disease and Treatment · doi:10.2147/ndt.s89542 · Cited by 223
Development of virtual reality proprioceptive rehabilitation system for stroke patients
Cho, S., Ku, J. H., Cho, Y. K., et al. (2013) · Computer Methods and Programs in Biomedicine · doi:10.1016/j.cmpb.2013.09.006 · Cited by 111
On the Validity of Immersive Virtual Reality as Tool for Multisensory Evaluation of Urban Spaces
Maffei, L., Masullo, M., Pascale, A., et al. (2015) · Energy Procedia · doi:10.1016/j.egypro.2015.11.703 · Cited by 88
Ruotolo, F., Senese, V. P., Ruggiero, G., et al. (2012) · Cognitive Processing · doi:10.1007/s10339-012-0492-6 · Cited by 29
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Dermody, G., Whitehead, L., Wilson, G., & Glass, C. (2020) · Journal of Medical Internet Research · doi:10.2196/17331 · Cited by 209
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“Participants lived across 9 different countries (Australia [14,15,45], China [16,47], United States [44,50], Denmark [9], Northern Ireland [46], Brazil [48], England [49], Taiwan [52], and Thailand [51]) and 5 different continents (Australia [14,15,45], Asia [16,47,51,52], North America [44,50], South America [48], an…”
BackgroundMethodInfluential
Metadata
- Authors
- Srifar, D.
- Affiliations
- Rajamangala University of Technology Phra Nakhon (TH)
- Corresponding author
- Srifar, Donlaporn
- Venue
- The International journal of Multimedia & Its Applications
- Published
- 2018-06-30
- Volume
- 10
- Issue
- 1/2/3
- Pages
- 45-52
- ISSN
- 0975-5578 (ISSN-L)
- 0975-5934
- OpenAlex
- W2814782200
- Cited by
- 12
- References
- 5
- Citations by year
- 2026: 1 · 2025: 1 · 2023: 3 · 2022: 3 · 2021: 2 · 2020: 1 · 2019: 1
- FWCI
- 2.07
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- The International journal of Multimedia & Its Applications (publishedVersion)
- arXiv (Cornell University) (submittedVersion)
- arXiv (Cornell University)
- Topics
- Health Sciences › Medicine › Geriatrics and Gerontology › Technology Use by Older Adults
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Digital Media and Visual Art
- Keywords
- 360-degree virtual reality, travel media, older adults, virtual reality design, motion sickness, nausea, user satisfaction, camera movement, immersion, sound effects, spectacle, accessibility for older adults
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