Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles
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Mostra el registre complet de l'elementcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
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Títol
Using virtual reality and mood-induction procedures to test products with consumers of ceramic tilesData de publicació
2013-05Editor
ElsevierISSN
0747-5632Cita bibliogràfica
SERRANO, Berenice, et al. Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles. Computers in Human Behavior, 2013, vol. 29, no 3, p. 648-653Tipus de document
info:eu-repo/semantics/articleVersió de l'editorial
http://www.sciencedirect.com/science/article/pii/S0747563212003044Versió
info:eu-repo/semantics/submittedVersionParaules clau / Matèries
Resum
This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile products. Users’ virtual interfacing with the products generated emotional experiences that allowed ... [+]
This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile products. Users’ virtual interfacing with the products generated emotional experiences that allowed them to feel “engaged” with the products. Users could choose between different kinds of products and test them out in order to know how they would look in a real-world context. In the VRE several mood-induction Procedures for inducing relaxation were included. The VRE was tested with respect to its ability to induce relaxation and sense of presence in 26 participants. It was also analyzed the level of satisfaction. Measures included the Visual Analogue Scale, the Self-Assessment Manikin, the Presence Self-Assessment Manikin, and a Satisfaction Scale. The results showed that the VRE was effective among participants in inducing relaxation and high sense of presence. In addition, participants’ satisfaction with the experience in the VRE was high. The VRE thus could be a useful tool for showing and testing products and for evoking a positive emotional association while users are interacting. [-]
Publicat a
Computers in Human Behavior, 2013, vol. 29, no 3Drets d'accés
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