Abstract

VR technologies offering powerful immersion and rich interaction have gained significant interest from researchers and practitioners. In this study, a virtual exhibition was created using Virtual Reality (VR) named GATBooth. The experiment conducts by comparing the VR application to the desktop (PC) version of GATBooth. Fourteen college students were evaluated as participants to measure the level of immersion using the Igroup Presence Questionnaire (IPQ). In the General Presence (PRES), Spatial Presence (SP), and Experienced Realism (REAL), the result show VR are more significant (p < 0.05), but the level of awareness of Involvement (INV) is no different (p > 0.467). The conclusion of the experiment indicated that Virtual Reality and PC technology could be used for promotion, marketing, and virtual exhibition.

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