Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships

dc.contributor.authorSeppälä, Kaapo
dc.contributor.authorKönnölä, Kaisa
dc.contributor.authorKrusberg, Markus
dc.contributor.authorLehtonen, Teijo
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.converis.publication-id508087855
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/508087855
dc.date.accessioned2026-01-21T12:40:39Z
dc.date.available2026-01-21T12:40:39Z
dc.description.abstract<h4>New technologies open new possibilities to communicate with consumers. Virtual Reality (VR) creates an immersive environment using various content types, from audio to multisensory experiences. In this paper, we wanted to deepen understanding on different ways of sharing information in VR and Metaverse environments; how they are experienced and their effectiveness when different information sharing elements are present. We present the test results of the effect of selected aural and visual content types and their effectiveness in communicating sustainability-related themes to consumers.Combining the logged in-game data with the questionnaire answers, we found out that most players value text as least favourable content form to obtain information in VR environments. However, the learning outcome from text was on a par with the results from other content forms. The youngest age group showed a tendency to advance rapidly in the game, while prematurely quitting the game was observed most often within the eldest user segment. Overall results show a positive attitude towards the idea of presenting sustainability-related content in VR.</h4>
dc.format.pagerange88
dc.format.pagerange97
dc.identifier.eisbn978-1-964867-51-9
dc.identifier.olddbid212826
dc.identifier.oldhandle10024/195844
dc.identifier.urihttps://www.utupub.fi/handle/11111/53451
dc.identifier.urlhttps://doi.org/10.54941/ahfe1006362
dc.identifier.urnURN:NBN:fi-fe202601216212
dc.language.isoen
dc.okm.affiliatedauthorSeppälä, Kaapo
dc.okm.affiliatedauthorKrusberg, Markus
dc.okm.affiliatedauthorLehtonen, Teijo
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.conferenceInternational Conference on Applied Human Factors and Ergonomics
dc.relation.doi10.54941/ahfe1006362
dc.relation.ispartofjournalAHFE International
dc.relation.volume175
dc.source.identifierhttps://www.utupub.fi/handle/10024/195844
dc.titleContent Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships
dc.title.bookHuman Factors and Wearable Technologies : Proceedings of the 16th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences, Orlando, Florida, USA 26-30 July 2025
dc.year.issued2025

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