Synonyms
Definition
Everyday virtual reality (VR) can describe any activity that the majority of us would typically engage in at least once per day, experienced through the medium of VR. Its meaning is interwoven with user experience and the concept of technological acceptance, which describes users’ feelings toward a technology’s design and its intended purpose. In some contexts, VR already functions as an accepted and almost ubiquitous part of everyday life, while in others, it remains a novel technology – but one with great potential for ubiquity in the near future.
Introduction
First coined in 1987 by Jaron Lanier (see Slater and Sanchez-Vives 2016), the underlying meaning of VR is one that has broad similarities but also slight differences between its various definitions. VR definitions broadly fall into one of two categories, one more technology focused and the other more centered upon user experience....
Keywords
- Substitutional Reality
- Cybersickness
- Interactive Virtual Prototypes
- Head-mounted Display (HMDs)
- User Experience Definition
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
This is a preview of subscription content, log in via an institution.
References
Albert, W., Tullis, T.: Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Newnes Morgan Kaufman. New York, USA (2008)
Benoit, M., Guerchouche, R., Petit, P.D., Chapoulie, E., Manera, V., Chaurasia, G., et al.: Is it possible to use highly realistic virtual reality in the elderly? A feasibility study with image-based rendering. Neuropsychiatr. Dis. Treat. 11, 557 (2015)
Berg, L.P., Vance, J.M.: Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality. 21(1), 1–17 (2017)
Blume, F., Hudak, J., Dresler, T., Ehlis, A.C., Kühnhausen, J., Renner, T.J., Gawrilow, C.: NIRS-based neurofeedback training in a virtual reality classroom for children with attention-deficit/hyperactivity disorder: study protocol for a randomized controlled trial. Trials. 18(1), 41 (2017)
Busel, M.: The 6 biggest challenges facing augmented reality. Haptic.al. https://haptic.al/augmented-realitys-biggest-threats-3f4726a3608 (2017). Accessed 06 Apr 2018
Craig, A.B.., Sherman, W.R., Will, J.D.: Developing Virtual Reality Applications: Foundations of Effective Design. Morgan Kaufmann, Amsterdam (2009)
Chung, N., Han, H., Joun, Y.: Tourists’ intention to visit a destination: the role of augmented reality (AR) application for a heritage site. Comput. Hum. Behav. 50, 588–599 (2015)
Council, A.: Fatherland VR. Limbic. https://www.digitalcatapultcentre.org.uk/news-creativexr-prototypes/ (2018). Accessed 12 Apr 2018
de Paiva Guimarães, M., Dias, D.R.C., Mota, J.H., Gnecco, B.B., Durelli, V.H.S., Trevelin, L.C.: Immersive and interactive virtual reality applications based on 3D web browsers. Multimedia Tools and Applications. 77(1), 347–361 (2018)
Freina, L., Ott, M.: A literature review on immersive virtual reality in education: state of the art and perspectives. In: The International Scientific Conference eLearning and Software for Education, vol. 1, p. 133. Carol I National Defence University, Bucharest (2015)
Greenwald, S., Kulik, A., Kunert, A., Beck, S., Frohlich, B., Cobb, S., Parsons, S., et al.: Technology and Applications for Collaborative Learning in Virtual Reality, pp. 719–726 (2017)
Gutierrez-Maldonado, J., Andres-Pueyo, A., Jarne, A., Talarn, A., Ferrer, M., Achotegui, J.: Virtual reality for training diagnostic skills in anorexia nervosa: a usability assessment. In: International Conference on Virtual, Augmented and Mixed Reality, pp. 239–247. Springer, Cham (2017)
Holly, R.: Best VR apps for exercise. VR Heads. https://www.vrheads.com/best-vr-apps-exercise (2017). Accessed 12 Apr 2018
Jensen, L., Konradsen, F.: A review of the use of virtual reality head-mounted displays in education and training. Educ. Inf. Technol. 23(4), 1515–1529 (2017)
Jung, T., tom Dieck, M.C., Lee, H., Chung, N.: Effects of virtual reality and augmented reality on visitor experiences in museum. In: Information and Communication Technologies in Tourism 2016, pp. 621–635. Springer, Cham (2016)
Laha, B., & Bowman, D. A.: Identifying the benefits of immersion in virtual reality for volume data visualization. In: Immersive visualization revisited workshop of the IEEE VR conference, pp. 1–2 (2012)
Liou, H.H., Yang, S.J., Chen, S.Y., Tarng, W.: The influences of the 2D image-based augmented reality and virtual reality on student learning. J. Educ. Technol. Soc. 20(3), 110–121 (2017)
Lobo, D., Kaskaloglu, K., Kim, C., Herbert, S.: Web usability guidelines for smartphones: a synergic approach. International journal of information and electronics engineering. 1(1), 33 (2011)
Loureiro, A., Bettencourt, T.: The extended classroom: meeting students’ needs using a virtual environment. Procedia Soc. Behav. Sci. 15, 2667–2672 (2011)
Mantovani, F., Castelnuovo, G., Gaggioli, A., Riva, G.: Virtual reality training for health-care professionals. Cyberpsychol. Behav. 6(4), 389–395 (2003)
Marr, B.: How VR and AR will change how we visualise data. Forbes.com. https://www.forbes.com/sites/bernardmarr/2017/08/31/how-vr-and-ar-will-change-how-we-visualize-data (2017). Accessed 10 Apr 2018
McEwen, D., Taillon-Hobson, A., Bilodeau, M., Sveistrup, H., Finestone, H.: Virtual reality exercise improves mobility after stroke: an inpatient randomized controlled trial. Stroke. 45(6), 1853–1855 (2014)
Merchant, Z., Goetz, E.T., Cifuentes, L., Keeney-Kennicutt, W., Davis, T.J.: Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: a meta-analysis. Comput. Educ. 70, 29–40 (2014)
Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77(12), 1321–1329 (1994)
Minsky, M.: Telepresence. Omni. 2(9), 44–52 (1980)
Moneta, A.: How virtual reality is changing the way we experience stage shows. The Conversation. http://theconversation.com/how-virtual-reality-is-changing-the-way-we-experience-stage-shows-81542 (2017). Accessed 12 Apr 2018
Nebel, S., Schneider, S., Rey, G.D.: Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research. J. Educ. Technol. Soc. 19(2), 355 (2016)
Neguţ, A., Matu, S.A., Sava, F.A., David, D.: Task difficulty of virtual reality-based assessment tools compared to classical paper-and-pencil or computerized measures: a meta-analytic approach. Comput. Hum. Behav. 54, 414–424 (2016)
Neguț, A., Jurma, A.M., David, D.: Virtual-reality-based attention assessment of ADHD: ClinicaVR: classroom-CPT versus a traditional continuous performance test. Child Neuropsychol. 23(6), 692–712 (2017)
Park, E.C., Kim, S.G., Lee, C.W.: The effects of virtual reality game exercise on balance and gait of the elderly. J. Phys. Ther. Sci. 27(4), 1157–1159 (2015)
Park, J., Lee, D., Lee, S.: Effect of virtual reality exercise using the nintendo wii fit on muscle activities of the trunk and lower extremities of normal adults. J. Phys. Ther. Sci. 26(2), 271–273 (2014)
Persson, M., et al.: Minecraft. Mojang/Microsoft Studios, Stockholm (2011)
Rae, J. & Edwards, L.: Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? Museums and the Web 2016. Los Angeles, CA, USA, 6–9 April 2016
Reda, K., Febretti, A., Knoll, A., Aurisano, J., Leigh, J., Johnson, A., et al.: Visualizing large, heterogeneous data in hybrid-reality environments. IEEE Comput. Graph. Appl. 33(4), 38–48 (2013)
Regenbrecht, H., Alghamdi, M., Hoermann, S., Langlotz, T., Goodwin, M., & Aldridge, C.. Social presence with virtual glass. In: Virtual Reality (VR), 2015 IEEE, pp. 269–270. IEEE (2015, March)
Rimland, J., Ballora, M., Shumaker, W.: Beyond visualization of big data: a multi-stage data exploration approach using visualization, sonification, and storification. SPIE Defense Secur. Sens. 8758, 87580K (2013)
Roberts, A.R., Schutter, B.D., Franks, K., Radina, E.E.: Older adults’ experiences with audiovisual virtual reality: perceived usefulness and other factors influencing technology acceptance. Clin. Gerontol. (2018). Just accepted
Seidel, R.J., Chatelier, P.R. (eds.): Virtual Reality, training’s Future?: Perspectives on Virtual Reality and Related Emerging Technologies, vol. 6. Springer, New York (2013)
Short, D.: Teaching scientific concepts using a virtual world—Minecraft. Teaching Science-the Journal of the Australian Science Teachers Association. 58(3), 55 (2012)
Simeone, A. L., Powell, W. & Powell, V.: In: 1st Workshop on Everyday Virtual Reality. IEEEVR. 23–24 March. Arles, France. http://ieeevr.org/2015/indexb963.html?q=node/39#WS2 (2015a). Accessed 21 June 2018
Simeone, A. L., Powell, W., Powell, V., Johnsen, K. & Bialkova, S.: 4th Workshop on Everyday Virtual Reality. IEEEVR. 18 March. Reutlingen, Germany. http://www.ieeevr.org/2018/program/workshops.html#WEVR (2018). Accessed 21 June 2018
Simeone, A.L., Velloso, E., Gellersen, H.: Substitutional reality: using the physical environment to design virtual reality experiences. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 3307–3316. ACM, New York (2015b)
Slater, M., Sanchez-Vives, M.V.: Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI. 3, 74 (2016)
Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42(4), 73–93 (1992)
Thies, J., Zollhöfer, M., Stamminger, M., Theobalt, C., & Nießner, M. (2016). FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality. arXiv preprint arXiv:1610.03151
Ting, Y.L., Tai, Y., Chen, J.H.: Transformed telepresence and its association with learning in computer-supported collaborative learning: a case study in English learning and its evaluation. Interact. Learn. Environ. 25(3), 382–396 (2017)
Wolf, K., Funk, M., Khalil, R., & Knierim, P.: Using virtual reality for prototyping interactive architecture. In: Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia, pp. 457–464. ACM (2017, November)
Yu, N., Kong, J.: User experience with web browsing on small screens: experimental investigations of mobile-page interface design and homepage design for news websites. Inf. Sci. 330, 427–443 (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this entry
Cite this entry
Garner, T.A., Powell, W., Powell, V. (2018). Everyday Virtual Reality. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_259-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_259-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Springer Reference Computer SciencesReference Module Computer Science and Engineering