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LIBRIS Formathandbok  (Information om MARC21)
FältnamnIndikatorerMetadata
00003538naa a2200481 4500
001oai:DiVA.org:su-166555
003SwePub
008190304s2019 | |||||||||||000 ||eng|
009oai:prod.swepub.kib.ki.se:140189174
024a https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-1665552 URI
024a https://doi.org/10.3389/fpsyg.2019.001322 DOI
024a http://kipublications.ki.se/Default.aspx?queryparsed=id:1401891742 URI
040 a (SwePub)sud (SwePub)ki
041 a engb eng
042 9 SwePub
072 7a ref2 swepub-contenttype
072 7a art2 swepub-publicationtype
100a Lindner, Philipu Karolinska Institutet,Stockholms universitet,Klinisk psykologi4 aut0 (Swepub:su)phli9485
2451 0a 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 1b 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 7a SAMHÄLLSVETENSKAPx Psykologi0 (SwePub)5012 hsv//swe
650 7a 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
700a Miloff, Alexanderu Stockholms universitet,Klinisk psykologi4 aut0 (Swepub:su)amilo
700a Hamilton, William4 aut
700a Carlbring, Peru Stockholms universitet,Klinisk psykologi,University of Southern Denmark, Denmark4 aut0 (Swepub:su)pecar
710a Stockholms universitetb Klinisk psykologi4 org
773t Frontiers in Psychologyd : Frontiers Media S.A.g 10q 10x 1664-1078
856u https://doi.org/10.3389/fpsyg.2019.00132y Fulltext
856u https://www.frontiersin.org/articles/10.3389/fpsyg.2019.00132/pdf
8564 8u https://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-166555
8564 8u https://doi.org/10.3389/fpsyg.2019.00132
8564 8u http://kipublications.ki.se/Default.aspx?queryparsed=id:140189174

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