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Buying Intention through Virtual Reality Shopping Platforms: Examination of Technology Acceptance, Satisfaction and Immersive Engagement Determinants

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Abstract
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Introduction/Main Objectives: This study delves into how technology acceptance (i.e., perceived ease of use and perceived usefulness) and immersive engagement determinants (i.e., perceived enjoyment, interactivity, and telepresence) influence the satisfaction and purchasing intentions of today's youth, specifically focusing on the moderating role of trust within the context of virtual reality (VR) platforms. Background Problems: The current literature has a limited understanding of users' adoption patterns of VR apps, the impact of VR on consumer behaviour, and the lack of knowledge among young consumers regarding the VR platform. Novelty: Previous studies did not consider trust as a moderator in the relationship between satisfaction and behavioural intention when using VR platforms. Moreover, the current research has extended multiple variables to explain user satisfaction and intention based on TAM. Research Methods: The research used a quantitative methodology based on survey data collected from young consumers in Sarawak, one of the Borneo region's states, who use VR platforms. A two-stage Partial Least Squares Structural Equation Modelling (PLS-SEM) analysis was conducted using WarpPLS 8.0 software. Finding/Results: The finding indicated that satisfaction was positively correlated with perceived usefulness, perceived enjoyment, and telepresence. Besides, satisfaction was positively related to the intention to purchase. Conclusion: This study can guide practitioners in decision-making and serve as a reference for scholars conducting related research in the Borneo region.

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  • Cite Count Icon 5
  • 10.1007/s10278-024-01048-3
A Pilot Clinical and Technical Validation of an Immersive Virtual Reality Platform for 3D Anatomical Modeling and Contouring in Support of Surgical and Radiation Oncology Treatment Planning.
  • Jun 3, 2024
  • Journal of imaging informatics in medicine
  • Jason Belec + 13 more

The aim of this study was to validate a novel medical virtual reality (VR) platform used for medical image segmentation and contouring in radiation oncology and 3D anatomical modeling and simulation for planning medical interventions, including surgery. The first step of the validation was to verify quantitatively and qualitatively that the VR platform can produce substantially equivalent 3D anatomical models, image contours, and measurements to those generated with existing commercial platforms. To achieve this, a total of eight image sets and 18 structures were segmented using both VR and reference commercial platforms. The image sets were chosen to cover a broad range of scanner manufacturers, modalities, and voxel dimensions. The second step consisted of evaluating whether the VR platform could provide efficiency improvements for target delineation in radiation oncology planning. To assess this, the image sets for five pediatric patients with resected standard-risk medulloblastoma were used to contour target volumes in support of treatment planning of craniospinal irradiation, requiring complete inclusion of the entire cerebral-spinal volume. Structures generated in the VR and the commercial platforms were found to have a high degree of similarity, with dicesimilarity coefficient ranging from 0.963 to 0.985 for high-resolution images and 0.920 to 0.990 for lower resolution images. Volume, cross-sectional area, and length measurements were also found to be in agreement with reference values derived from a commercial system, with length measurements having a maximum difference of 0.22mm, angle measurements having a maximum difference of 0.04°, and cross-sectional area measurements having a maximum difference of 0.16 mm2. The VR platform was also found to yield significant efficiency improvements, reducing the time required to delineate complex cranial and spinal target volumes by an average of 50% or 29min.

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Virtual museums: a tool for studying traditional Indonesian musical instruments
  • Mar 11, 2026
  • The Education and science journal
  • Y Sukmayadi + 5 more

Introduction . The integration of virtual reality (VR) platforms into educational museum spaces plays a crucial role in preserving and promoting traditional music. However, the declining interest among young people in traditional Indonesian musical instruments emphasises the need for innovative pedagogical strategies. Museum-based VR platforms offer a promising tool to enhance interactivity, accessibility, and relevance in learning. Aim . The present study aims to identify the key factors influencing the implementation of VR technologies in the educational processes of museums, utilising the Unified Theory of Acceptance and Use of Technology (UTAUT) and the Technological Pedagogical Content Knowledge (TPACK) framework. Methodology and research methods . The study employed partial least squares structural equation modelling (PLS-SEM) to examine the influence of technological competence, cultural factors, behavioural attitudes, and pedagogical knowledge on the effectiveness of using VR. Results and scientific novelty. The critical role of teacher training in enhancing their technological and pedagogical qualifications was confirmed. The PLS-SEM results demonstrate that technological competence and pedagogical knowledge significantly influence behavioural intentions, which, in turn, are the strongest predictors of the actual use of VR technologies. Practical significance . Practical recommendations are provided for educators, developers of educational programmes, and specialists in cultural heritage concerning the integration of VR into learning and exhibition contexts. It is demonstrated that the pedagogically informed application of VR technologies to culturally significant materials enhances engagement and learning effectiveness, thereby contributing to the preservation of traditional Indonesian music.

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A Method to Develop Virtual Reality Platforms for the Medical Rehabilitation of Severe Memory Loss After Brain Stroke
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The paper presents a method to develop Virtual Reality (VR) platforms based on serious games for the rehabilitation of severe memory loss. In particular, it is related to retrograde amnesia, a condition affecting patient’s quality of life usually caused by brain stroke. Nowadays, the standard rehabilitation process consists in showing pictures of patient’s familiar environments in order to recover the memory. Past research works have investigated the use of 3D scanners for the virtualization of real environment and virtual reality for the generation of more immersive interaction to design serious games for neurocognitive rehabilitation. Reached results highlighted a time-consuming development process to interface each new environment with the game logic specifically developed for the serious games. Furthermore, a complete VR platform must also consider the medical monitoring and the data management oriented to a more objective medical assessment. The proposed method allows the design of VR platforms based on patient-specific serious games for memory loss starting from the 3D scanning acquisition of familiar environments. The 3D acquisition is performed using the Occipital Structure Sensor and the Skanect application. A modular procedure has been designed to interface the virtual objects of each acquired environment with the modules of the game-logic developed with Unity. The immersive Virtual Reality is based on the use of the HTC Vive Pro head mounted display. Furthermore, the method permits to associate the patient-specific serious game to a set of software modules for the medical monitoring and the data management for the generation of reports useful for the evaluation. The solution has been evaluated by measuring the time needed to develop a whole VR platform for two different familiar environments. Less than 5 hours are required to complete the design process.

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  • 10.1109/ismar-adjunct51615.2020.00036
Modeling Emotions for Training in Immersive Simulations (METIS): A Cross-Platform Virtual Classroom Study
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  • Alban Delamarre + 2 more

Virtual training environments (VTEs) using immersive technology have been able to successfully provide training for technical skills. Combined with recent advances in virtual social agent technologies and in affective computing, VTEs can now also support the training of social skills. Research looking at the effects of different immersive technologies on users' experience (UX) can provide important insights about their impact on user's engagement with the technology, sense presence and co-presence. However, current studies do not address whether emotions displayed by virtual agents provide the same level of UX across different virtual reality (VR) platforms. In this study, we considered a virtual classroom simulator built for desktop computer, and adapted for an immersive VR platform (CAVE). Users interact with virtual animated disruptive students able to display facial expressions, to help them practice their classroom behavior management skills. We assessed effects of the VR platforms and of the display of facial expressions on presence, co-presence, engagement, and believability. Results indicate that users were engaged, found the virtual students believable and felt presence and co-presence for both VR platforms. We also observed an interaction effects of facial expressions and VR platforms for co-presence (p = .018 <; .05).

  • Research Article
  • Cite Count Icon 1
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Development and Evaluation of a Novel Passive Wrist Bilateral Rehabilitation Device paired with Virtual Reality: A Feasibility Study.
  • Jun 1, 2019
  • IEEE ... International Conference on Rehabilitation Robotics : [proceedings]
  • Doyoung Park + 5 more

This paper introduces a novel passive wrist bilateral rehabilitation device coupled with a new Virtual Reality (VR) platform. This is the first work to have adapted three-link coaxial spherical parallel manipulator (SPM) to wrist rehabilitation. The device comprises a coaxial SPM and cross-connected cable system. The coaxial SPM facilitates 3 degrees of freedom (DOFs) spherical wrist orientation and singularity-free motion within its workspace. The cross-connected cable system enables bilateral symmetrical exercises in passive mode training. A VR platform with activities of daily living (ADL) task was developed and coupled with the device to increase the adherence of the users to the device. Experiments were conducted with fifteen healthy right-handed individuals with no history of wrist or hand injury to evaluate the feasibility of the system for providing passive bilateral training as well as the effectiveness of the VR platform. Subjects were asked to use their right arms to move the left arms passively through the device to perform four wrist movements, flexion, extension, radial deviation, and ulnar deviation. EMG activations on the left arm were observed when the right arm passively moved the left arm. The results showed that the device was capable of inducing the muscle activation of the left arm and the VR platform increased the motivation to continue the exercises. This demonstrates that this study can serve as the fundamental for larger clinical trials.

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Preliminary Development of Vircadia Virtual Reality Platform for Monitoring Water Quality Powered by Solar Panels
  • Nov 25, 2024
  • JOIV : International Journal on Informatics Visualization
  • Hestiasari Rante + 7 more

Climate change is a global issue that significantly challenges water resources, especially in regions with limited public awareness about water conservation. It manifests through rising global temperatures, shifting weather patterns, more frequent and intense natural disasters, and instability in water availability. These problems are worsened by low public awareness and the reliance on steam power plants for water pumps. Addressing these challenges requires educational media that raises awareness about the causes and impacts of climate change. This study introduces the early development of a Virtual Reality (VR) platform utilizing Vircadia, focused on creating a 3D world and monitoring water quality with the support of solar power. Vircadia, an open-source platform, offers developers the flexibility to build and host virtual worlds on their servers, providing greater control over the environment, scalability, and customization. With Vircadia, we can rapidly implement a VR platform that integrates custom assets from Blender and personalized avatars from Ready Player Me. Vircadia can seamlessly connect to IoT platforms via weblink, allowing for real-time monitoring of water quality parameters and enabling users to interact directly with and oversee IoT devices within the VR environment. This paper discusses why we chose Ready Player Me and Blender as platforms for building 3D avatars and assets, and Vircadia as the VR Platform. Additionally, it addresses challenges encountered when using Vircadia, such as asset optimization and IoT device integration. Future research will focus on optimizing asset quality, enhancing IoT integration, and implementing carbon emissions monitoring within the VR platform.

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  • Research Article
  • Cite Count Icon 1
  • 10.1177/20552076221141215
Validating the accuracy of a novel virtual reality platform for determining implant orientation in simulated primary total hip replacement.
  • Jan 1, 2022
  • DIGITAL HEALTH
  • Daniel Howgate + 6 more

Accurate acetabular cup and femoral stem component orientation are critical for optimising patient outcomes, reducing complications and increasing component longevity following total hip replacement (THR). This study aimed to determine the accuracy of a novel virtual reality (VR) platform in assessing component orientation in a simulated THR model. The VR platform (HTC Vive Pro® system hardware) was compared against the validated Vicon® optical motion capture (MoCap) system. An acetabular cup and femoral stem were manually implanted across a range of orientations into pelvic and femur sawbones, respectively. Simultaneous readings of the acetabular cup operative anteversion (OA) and inclination (OI) and femoral stem alignment (FSA) and neck anteversion (FNA) were obtained from the VR and MoCap systems. Statistical analysis was performed using Pearson product-moment correlation coefficient (PPMCC) (Pearson's r) and linear regression (R2). A total of 55 readings were obtained for the acetabular cup and 68 for the femoral stem model. The mean average differences in OA, OI, FSA and FNA between the systems were 3.44°, -0.01°, 0.01° and -0.04°, respectively. Strong positive correlations were demonstrated between both systems in OA, OI, FSA and FNA, with Pearson's r = 0.92, 0.94, 0.99 and 0.99, and adjusted R2 = 0.82, 0.9, 0.98 and 0.98, respectively. The novel VR platform is highly accurate and reliable in determining both acetabular cup and femoral stem component orientations in simulated THR models. This adaptable and cost-effective digital tracking platform may be modified for use in a range of simulated surgical training and educational purposes, particularly in orthopaedic surgery.

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  • Cite Count Icon 9
  • 10.5771/0935-9915-2021-2-128
Enhancing Employer Branding via High-Tech Platforms: VR and Digital, What Works Better and How?
  • Jan 1, 2021
  • management revue
  • Svetlana Bialkova + 1 more

A growing concern for the future of organisations in the age of digital transformation challenges the existing theories and calls for new exploration. The current paper addresses this challenge looking at how virtual reality (VR), the most recently emerging technology could be best used to enhance employer branding. In particular, we asked potential job seekers to experience either a VR platform, online digital video, or both platforms combined to promote the employer. VR experience (i.e. naturalness, presence, engagement, liking) and employer evaluation (i.e. familiarity, image, reputation, perspectives, attractiveness) were addressed as dependent variables. The results are clear in showing that experience was evaluated and liked better when both, VR and digital video were presented, in comparison to a single platform experience. Employer image, reputation, and attractiveness were also higher when both VR and digital video were presented (than a single platform). The augmented employer evaluation further increased the intention to pursue a job with the employer. These results suggest that appropriate combination of VR and digital platforms could extend experiences, and thus, enhance the employer branding and job pursuit. Current outcomes could be directly implemented by managers to reshape not just the employer branding, but the future of organisations by implementing high tech VR platforms.

  • Supplementary Content
  • Cite Count Icon 91
  • 10.1080/14794713.2021.2024398
From video streaming to virtual reality worlds: an academic, reflective, and creative study on live theatre and performance in the metaverse
  • Jan 2, 2022
  • International Journal of Performance Arts and Digital Media
  • António Baía Reis + 1 more

With the advent of the Covid-19 pandemic, theatre and performing artists needed to find creative and safe solutions for continuing to do their work. Online video conference tools and virtual reality (VR) platforms seemed like good opportunities to explore new ways of connecting their art with their audiences. In this emergent ecosystem, there has been a specific interest in experimenting with VR social platforms given that its inherent technologies enable profoundly interactive experiences. Theatre companies and other creative projects like the Royal Shakespeare Company, Double Eye Productions or La Cuarta Pared VR have been producing cutting-edge live theatre experiences in VR that question the very essence of what live performance is all about. Triggered by the need to understand what is conceptually and artistically involved in these emergent experiences, the authors outlined an in-conversation piece combining both academic insight and reflective and creative writing. Drawing from netnographical and arts-based fieldwork in VR platforms, as well as key studies in theatre, performance, immersive media, gaming and other related fields, the goal of this paper is to present a gateway for a conceptual framework consisting of a series of foundational features and practical guidelines that define live theatre and performance in VR.

  • Conference Article
  • Cite Count Icon 10
  • 10.1109/vr.2017.7892309
Data fragment: Virtual reality for viewing and querying large image sets
  • Jan 1, 2017
  • Theophilus Teo + 3 more

This paper presents our new Virtual Reality (VR) interactive visualization techniques to assist users querying large image sets. The VR system allows users to query a set of images on four different filters such as locations and keywords. The goal is to investigate if a VR platform is preferred over a non-VR platform for viewing and querying large image sets. We employed an HTC Vive and a traditional desktop screen to represent VR and non-VR platforms. We found users preferred the VR platform over the traditional desktop screen.

  • Research Article
  • Cite Count Icon 18
  • 10.1016/j.neucom.2015.04.014
Data-driven heuristic dynamic programming with virtual reality
  • Apr 20, 2015
  • Neurocomputing
  • Xiao Fang + 3 more

Data-driven heuristic dynamic programming with virtual reality

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  • Research Article
  • Cite Count Icon 10
  • 10.2196/26133
Immersive Virtual Reality to Improve Outcomes in Veterans With Stroke: Protocol for a Single-Arm Pilot Study
  • May 10, 2021
  • JMIR Research Protocols
  • Johanna E Tran + 9 more

BackgroundOver the last decade, virtual reality (VR) has emerged as a cutting-edge technology in stroke rehabilitation. VR is defined as a type of computer-user interface that implements real-time simulation of an activity or environment allowing user interaction via multiple sensory modalities. In a stroke population, VR interventions have been shown to enhance motor, cognitive, and psychological recovery when utilized as a rehabilitation adjunct. VR has also demonstrated noninferiority to usual care therapies for stroke rehabilitation.ObjectiveThe proposed pilot study aims to (1) determine the feasibility and tolerability of using a therapeutic VR platform in an inpatient comprehensive stroke rehabilitation program and (2) estimate the initial clinical efficacy (effect size) associated with the VR platform using apps for pain distraction and upper extremity exercise for poststroke neurologic recovery.MethodsThis study will be conducted in the Comprehensive Integrated Inpatient Rehabilitation Program at the James A Haley Veterans’ Hospital. Qualitative interviews will be conducted with 10 clinical staff members to assess the feasibility of the VR platform from the clinician perspective. A prospective within-subject pretest-posttest pilot design will be used to examine the tolerability of the VR platform and the clinical outcomes (ie, upper extremity neurologic recovery, hand dexterity, pain severity) in 10 veteran inpatients. A VR platform consisting of commercially available pain distraction and upper extremity apps will be available at the participants’ bedside for daily use during their inpatient stay (approximately 4-6 weeks). Clinician interviews will be analyzed using qualitative descriptive analysis. Cohen d effect sizes with corresponding 95% CIs will be calculated for upper extremity neurologic recovery, hand dexterity, and pain. The proportion of participants who achieve minimal clinically important difference after using the VR platform will be calculated for each clinical outcome.ResultsThis study was selected for funding in August 2020. Institutional review board approval was received in October 2020. The project start date was December 2020. The United States Department has issued a moratorium on in-person research activities secondary to COVID-19. Data collection will commence once this moratorium is lifted.ConclusionsOur next step is to conduct a large multi-site clinical trial that will incorporate the lessons learned from this pilot feasibility study to test the efficacy of a VR intervention in inpatient rehabilitation and transition to home environments. When VR is used in patients’ rooms, it serves to provide additional therapy and may reduce clinician burden. VR also presents an opportunity similar to home-based practice exercises. VR can be implemented in both clinical settings and people’s own homes, where engagement in ongoing self-management approaches is often most challenging. This unique experience offers the potential for seamless transition from inpatient rehabilitation to the home.International Registered Report Identifier (IRRID)PRR1-10.2196/26133

  • Research Article
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Comprehensive eye exam in the emergency department using an AI-assisted virtual reality platform.
  • Dec 1, 2025
  • The American journal of emergency medicine
  • Carlos E Mendoza-Santiesteban + 5 more

Comprehensive eye exam in the emergency department using an AI-assisted virtual reality platform.

  • Research Article
  • Cite Count Icon 20
  • 10.26822/iejee.2017236118
Learning Experiences and Practices of Elementary Teacher Candidates on the Use of Emerging Technology: A Grounded Theory Approach
  • Dec 30, 2017
  • lnternational Electronic Journal of Elementary Education
  • Eunjin Bahng

The purpose of this study is to understand the phenomenon of the “professional journey” of elementary teacher candidates (ETC) both as learners and as teachers by exploring their learning experiences and practices regarding the virtual reality (VR) platform called Second Life (SL). Using the grounded theory approach, we designed an insider-led work-based study, synthesizing an outsider perspective. We collected data from 229 ETCs over three academic years including semi-open ended reflective questionnaire, science journal notebooks, 5E science lesson plans, peer teaching classroom observations, and instructor’s semester notebooks. Results indicate that as a VR platform, SL provided unique learning experiences that encourage discovering, problem solving, or accidental learning for these mostly first-time user ETCs. Three themes emerged in terms of perceptions of integrating VR into science teaching: (1) skeptical integrators (29%), (2) observant integrators (59%), and (3) innovative integrators (12%). However, none of the ETC collaborative groups integrated a VR platform during their 5E science lesson planning activities, demonstrating the gap between learning experiences and practices. Finally, we converged analysis results with related literature to develop a theory. This study contributes to the discussions on preparing teachers for the 21st century in which all will live in a technology-accelerated society.

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  • Research Article
  • Cite Count Icon 178
  • 10.1109/access.2019.2960083
A PLS-SEM Neural Network Approach for Understanding Cryptocurrency Adoption
  • Dec 26, 2019
  • IEEE Access
  • Osama Sohaib + 4 more

The majority of previous research on new technology acceptance has been conducted with single-step Structural Equation Modeling (SEM) based methods. The primary purpose of the study is to enhance the new technology acceptance based research with the Artificial Neural Network (ANN) method to enable more precise and in-depth research results as compared to the single-step SEM method. This study measures the relation between technology readiness dimension (optimism, innovativeness, discomfort, insecurity) and the technology acceptance (perceived ease of use and perceived usefulness) – and the intention to use cryptocurrency, such as bitcoin. The contribution of this study include the use of a multi-analytical approach by combining Partial Least Squares- Structural Equation Modeling (PLS-SEM) and Artificial Neural Network (ANN) analysis. First, PLS-SEM was applied to assess which factor has significant influence toward intention to use cryptocurrency. Second, an ANN was employed to rank the relative influence of the significant predictor variables attained from the PLS-SEM. The findings of the two-step PLS-SEM and ANN approach confirm that the use of ANN further verifies the results obtained by the PLS-SEM analysis. Also, ANN is capable of modelling complex linear and non-linear relationships with high predictive accuracy compared to SEM methods. Also, an Importance-Performance Map Analysis (IPMA) of the PLS-SEM results provides a more specific understanding of each factor’s importance-performance.

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