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How Pervasive Virtual Reality (PVR) Can Augment the Perception of Working From Home (WFH) Environments.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
How Pervasive Virtual Reality (PVR) Can Augment the Perception of Working From Home (WFH) Environments./
作者:
Hosseini, Zahrasadat.
面頁冊數:
1 online resource (161 pages)
附註:
Source: Masters Abstracts International, Volume: 85-07.
Contained By:
Masters Abstracts International85-07.
標題:
Communication. -
電子資源:
click for full text (PQDT)
ISBN:
9798381363951
How Pervasive Virtual Reality (PVR) Can Augment the Perception of Working From Home (WFH) Environments.
Hosseini, Zahrasadat.
How Pervasive Virtual Reality (PVR) Can Augment the Perception of Working From Home (WFH) Environments.
- 1 online resource (161 pages)
Source: Masters Abstracts International, Volume: 85-07.
Thesis (M.S.)--Oklahoma State University, 2023.
Includes bibliographical references
Communication technologies have revolutionized the nature of work. Working from home (WFH) has allowed companies to be more agile and prepare for crises such as the COVID-19 pandemic. WFH is expected to become more popular as traditional workways evolve. Furthermore, the recent launch of affordable virtual reality (VR) head-mounted devices (HMD) in the consumer market has drawn attention to this technology, because when combined with advancements in wireless communication technology, mobile technology, and context-aware devices, HMDs facilitate use of mixed-reality environments at home. Of the many studies on traditional WFH issues, some have highlighted concerns such as equipment deficiencies, social isolation, and insufficient spatial dimensions. The purpose of this study is to demonstrate how pervasive VR (PVR), which constructs mixed-reality environments using real-world environmental information, can augment the perception of WFH environments in comparison with the traditional WFH environment to mitigate these issues. In Phase 1 of the research, an anonymous survey link was sent to design professionals working remotely, to collect primary data and determine what type of equipment, furniture, and settings were in their home offices. Participants were asked about their challenges and psychological states while working remotely. Phase 2 consisted of creating a home workspace, based on data gathered in Phase 1, then re-creating this room in PVR with the same characteristics. Sixty participants were assigned randomly to three groups: the actual WFH environment and two PVR environments with varying levels of immersiveness (i.e., "Passthrough" and "Fully Immersive"). The participants' overall impressions of these three conditions were evaluated based on their responses to six variables: pleasure, arousal, dominance, satisfaction, sense of presence, and cognitive load. To complement the subjective survey data, psychophysiological data were collected using electrocardiogram sensors. These measures were obtained during a design task assigned to participants. Last, participants' design outcomes were evaluated by three design professional according to the Creative Solutions Diagnosis Scale. The study found greater design creativity and higher satisfaction with existing elements in the Passthrough environment. Additionally, overall satisfaction correlated positively with pleasure in the Passthrough and Actual conditions. Moreover, physical keyboards retained a higher level of effectiveness than virtual keyboards.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2024
Mode of access: World Wide Web
ISBN: 9798381363951Subjects--Topical Terms:
556422
Communication.
Subjects--Index Terms:
Cognitive loadIndex Terms--Genre/Form:
554714
Electronic books.
How Pervasive Virtual Reality (PVR) Can Augment the Perception of Working From Home (WFH) Environments.
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Source: Masters Abstracts International, Volume: 85-07.
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Communication technologies have revolutionized the nature of work. Working from home (WFH) has allowed companies to be more agile and prepare for crises such as the COVID-19 pandemic. WFH is expected to become more popular as traditional workways evolve. Furthermore, the recent launch of affordable virtual reality (VR) head-mounted devices (HMD) in the consumer market has drawn attention to this technology, because when combined with advancements in wireless communication technology, mobile technology, and context-aware devices, HMDs facilitate use of mixed-reality environments at home. Of the many studies on traditional WFH issues, some have highlighted concerns such as equipment deficiencies, social isolation, and insufficient spatial dimensions. The purpose of this study is to demonstrate how pervasive VR (PVR), which constructs mixed-reality environments using real-world environmental information, can augment the perception of WFH environments in comparison with the traditional WFH environment to mitigate these issues. In Phase 1 of the research, an anonymous survey link was sent to design professionals working remotely, to collect primary data and determine what type of equipment, furniture, and settings were in their home offices. Participants were asked about their challenges and psychological states while working remotely. Phase 2 consisted of creating a home workspace, based on data gathered in Phase 1, then re-creating this room in PVR with the same characteristics. Sixty participants were assigned randomly to three groups: the actual WFH environment and two PVR environments with varying levels of immersiveness (i.e., "Passthrough" and "Fully Immersive"). The participants' overall impressions of these three conditions were evaluated based on their responses to six variables: pleasure, arousal, dominance, satisfaction, sense of presence, and cognitive load. To complement the subjective survey data, psychophysiological data were collected using electrocardiogram sensors. These measures were obtained during a design task assigned to participants. Last, participants' design outcomes were evaluated by three design professional according to the Creative Solutions Diagnosis Scale. The study found greater design creativity and higher satisfaction with existing elements in the Passthrough environment. Additionally, overall satisfaction correlated positively with pleasure in the Passthrough and Actual conditions. Moreover, physical keyboards retained a higher level of effectiveness than virtual keyboards.
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click for full text (PQDT)
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