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Prototyp eines Controllers und eine Simulationsumgebung für VR-basierte laparoskopische Trainings
(2023)
Our report focuses on the possible relationships between the occurrence of stressors and the use of VR. The issue was methodologically addressed by developing a general taxonomy of possible stressors in VR through related work and firstly carrying out a series of tests isolating only the baseline of headset-related stress.
Twelve young adults were tested in a pilot study by a specific five minute VR item for qualitative evaluations of the consumed content, their experience with the equipment, and their general experience running through our study. Same tests were carried out with a comparison group in a boxed TV-environment. For both groups, biomedical parameters were derived that indicate the stress level of the subjects (ECG, EDA and Cortisol test/salivette). Additionally the subjects were screened by questionnaires (VRSQ, NASA TLX-raw, semantic differentials) regarding changes in comfort. VR test subjects were screened by the headset's sensor data too (heart rate, pupil diameter, cognitive load).
Qualitative questions could not reveal any major irritations regarding the content of our relaxation scene. The headset’s sensor data did not indicate any cause of stress in subjects, but it is not possible to take baseline measurements without having the subject wear the VR headset. All other data show experimental validity and robustness.
Although knowing that our samples are small and the power of our tests may not be sufficient to detect a precise difference between the means, we decided to perform an experimental statistical analysis of the pilot study subject data (e.g f-tests, equal/unequal, significance level: 0.05).
According to the results and limitations of this analysis, young adults are not likely to experience stress from short-term use of VR headsets where all other VR stressors have been eliminated. Ten hypotheses in this regard have been rejected.
Purchasing products form the online-shops has become part of the daily live and more and more traditional shops shift their business to the e-commerce, which leads to a growing global competition among online traders. This clarifies the necessary differentiation of the online-shop to survive or improve the success. Making use of the expertise of Neuromarketing when it comes to the design and usability can represent a promising solution for it. Neuromarketing is based on the unconsciously perception through all senses and because of that, the emotional binding of customers to the product or brand. Its implementation on online-shops could be difficult due to the limited possibilities of perception, compared to traditional stores. The use of new technologies, such as those which enable to enter in virtual spaces, could expand the possibilities of perception and improve the use of Neuromarketing. This investigation, based on actual literature, should ideally represent an incentive and a groundwork for further research. The aim is to discover if it is possible to use virtual reality on onlineshops and by using it, if it represents an improvement for the implementation of Neuromarketing. Therefore, the investigation gives an overview about the theory behind Neuromarketing, to justify its use for the differentiation of online-shops. A description of the e-commerce helps to identify current errors of the design and usability and to define the borders, which inhibit the optimal implementation of Neuromarketing. A closer look of the technologies of virtual reality allows to find out if it can be considered as a solution. The improvement of online-shops by offering virtual spaces could represent a big potential to differentiate in the e-commerce. But due to the non-proliferation of the necessary devices and by that, the missing access to virtual spaces for customers, it actually would not fulfil its purpose. In the future, by the advance of the devices and the assumption that virtual reality will be part of everyday life, it could represent an optimal solution. This depends also from health and ethical aspects accompanied with the use of the mentioned technologies, which has been examined as well as part of this investigation. The answer to it by further investigation and by the observation of the development of virtual reality could be of great importance for the field of online marketing