Show simple item record

dc.contributor.authorKelling, Chelsea
dc.contributor.authorVäätäjä, Heli
dc.contributor.authorKauhanen, Otto
dc.contributor.authorKarhu, Jussi
dc.contributor.authorTurunen, Markku
dc.contributor.authorLindqvist, Vesa
dc.contributor.authorIkonen, Pasi
dc.contributor.editorUskali, Turo
dc.contributor.editorGynnild, Astrid
dc.contributor.editorJones, Sarah
dc.contributor.editorSirkkunen, Esa
dc.date.accessioned2020-12-23T08:03:13Z
dc.date.available2020-12-23T08:03:13Z
dc.date.issued2020
dc.identifier.citationKelling, C., Väätäjä, H., Kauhanen, O., Karhu, J., Turunen, M., Lindqvist, V., & Ikonen, P. (2020). The hierarchy of needs for user experiences in virtual reality. In T. Uskali, A. Gynnild, S. Jones, & E. Sirkkunen (Eds.), <i>Immersive Journalism as Storytelling : Ethics, Production, and Design</i> (pp. 123-136). Routledge. <a href="https://doi.org/10.4324/9780429437748-14" target="_blank">https://doi.org/10.4324/9780429437748-14</a>
dc.identifier.otherCONVID_35342331
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/73401
dc.description.abstractVirtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and experiences are created. This chapter discusses the key experiential elements of users’ experiences with immersive journalism (IJ), particularly in the case of a virtual museum application. We present a user study of this application and introduce a model based on the results that details the most crucial user experience components for designing VR content.en
dc.format.extent204
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherRoutledge
dc.relation.ispartofImmersive Journalism as Storytelling : Ethics, Production, and Design
dc.rightsCC BY-NC-ND 4.0
dc.subject.otherimmersiivinen journalismi
dc.titleThe hierarchy of needs for user experiences in virtual reality
dc.typebook part
dc.identifier.urnURN:NBN:fi:jyu-202012237342
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.contributor.oppiaineJournalistiikkafi
dc.contributor.oppiaineJournalismen
dc.type.urihttp://purl.org/eprint/type/BookItem
dc.relation.isbn978-1-138-33764-0
dc.type.coarhttp://purl.org/coar/resource_type/c_3248
dc.description.reviewstatuspeerReviewed
dc.format.pagerange123-136
dc.type.versionpublishedVersion
dc.rights.copyright© 2020 the Authors
dc.rights.accesslevelopenAccessfi
dc.type.publicationbookPart
dc.relation.grantnumber4165/31/2016
dc.subject.ysolisätty todellisuus
dc.subject.ysosisältötuotanto
dc.subject.ysokäyttäjäkokemus
dc.subject.ysojournalismi
dc.subject.ysovirtuaalitodellisuus
dc.subject.ysomedia
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p25016
jyx.subject.urihttp://www.yso.fi/onto/yso/p15070
jyx.subject.urihttp://www.yso.fi/onto/yso/p25337
jyx.subject.urihttp://www.yso.fi/onto/yso/p1161
jyx.subject.urihttp://www.yso.fi/onto/yso/p7990
jyx.subject.urihttp://www.yso.fi/onto/yso/p2445
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.relation.doi10.4324/9780429437748-14
dc.relation.funderTEKESen
dc.relation.funderTEKESfi
jyx.fundingprogramOthersen
jyx.fundingprogramMuutfi
dc.type.okmA3


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record

CC BY-NC-ND 4.0
Except where otherwise noted, this item's license is described as CC BY-NC-ND 4.0