Sökning: WFRF:(Miloff Alexander) > The Potential of Co...
Fältnamn | Indikatorer | Metadata |
---|---|---|
000 | 03538naa a2200481 4500 | |
001 | oai:DiVA.org:su-166555 | |
003 | SwePub | |
008 | 190304s2019 | |||||||||||000 ||eng| | |
009 | oai:prod.swepub.kib.ki.se:140189174 | |
024 | 7 | a https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-1665552 URI |
024 | 7 | a https://doi.org/10.3389/fpsyg.2019.001322 DOI |
024 | 7 | a http://kipublications.ki.se/Default.aspx?queryparsed=id:1401891742 URI |
040 | a (SwePub)sud (SwePub)ki | |
041 | a engb eng | |
042 | 9 SwePub | |
072 | 7 | a ref2 swepub-contenttype |
072 | 7 | a art2 swepub-publicationtype |
100 | 1 | a Lindner, Philipu Karolinska Institutet,Stockholms universitet,Klinisk psykologi4 aut0 (Swepub:su)phli9485 |
245 | 1 0 | a The Potential of Consumer-Targeted Virtual Reality Relaxation Applications :b Descriptive Usage, Uptake and Application Performance Statistics for a First-Generation Application |
264 | c 2019-02-04 | |
264 | 1 | b Frontiers Media S.A.c 2019 |
338 | a print2 rdacarrier | |
520 | a Virtual Reality (VR) technology can be used to create immersive environments that promote relaxation and distraction, yet it is only with the recent advent of consumer VR platforms that such applications have the potential for widespread dissemination, particularly in the form of consumer-targeted self-help applications available at regular digital marketplaces. If widely distributed and used as intended, such applications have the potential to make a much-needed impact on public mental health. In this study, we report real-world aggregated uptake, usage and application performance statistics from a first-generation consumer-targeted VR relaxation application which has been publicly available for almost 2 years. While a total of 40,000 unique users signals an impressive dissemination potential, average session duration was lower than expected, and the data suggests a low number of recurrent users. Usage of headphones and auxiliary input devices was relatively low, and some application performance issues were evident (e.g., lower than intended framerate and occurrence of overheating). These findings have important implications for the design of the future VR relaxation applications, revealing primarily that user engagement needs to be addressed in the early stage of development by including features that promote prolonged and recurrent use (e.g., gamification elements). | |
650 | 7 | a SAMHÄLLSVETENSKAPx Psykologi0 (SwePub)5012 hsv//swe |
650 | 7 | a SOCIAL SCIENCESx Psychology0 (SwePub)5012 hsv//eng |
653 | a relaxation | |
653 | a virtual reality | |
653 | a stress | |
653 | a pain | |
653 | a consumer | |
653 | a application (app) | |
653 | a Psychology | |
653 | a psykologi | |
700 | 1 | a Miloff, Alexanderu Stockholms universitet,Klinisk psykologi4 aut0 (Swepub:su)amilo |
700 | 1 | a Hamilton, William4 aut |
700 | 1 | a Carlbring, Peru Stockholms universitet,Klinisk psykologi,University of Southern Denmark, Denmark4 aut0 (Swepub:su)pecar |
710 | 2 | a Stockholms universitetb Klinisk psykologi4 org |
773 | 0 | t Frontiers in Psychologyd : Frontiers Media S.A.g 10q 10x 1664-1078 |
856 | 4 | u https://doi.org/10.3389/fpsyg.2019.00132y Fulltext |
856 | 4 | u https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00132/pdf |
856 | 4 8 | u https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-166555 |
856 | 4 8 | u https://doi.org/10.3389/fpsyg.2019.00132 |
856 | 4 8 | u http://kipublications.ki.se/Default.aspx?queryparsed=id:140189174 |
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