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AN EMPIRICAL STUDY OF A VIRTUAL SHOWROOM TO EXPLORE

USER ENGAGEMENT AND ITS HEALTH AND SAFETY


IMPLICATIONS.
Atif Musaddaq1
1
Lancaster University, UK

Abstract
As technology rapidly changes the world around, many people are interested in how virtual reality (VR)
will shape learning. Virtual Reality (VR) environments that can enhance learning and training
methodologies have a promising future, reinforced by the widespread market-availability of affordable
software and hardware tools for VR-environments. The objective of this research is to develop a simple
VR Application using Adobe Captivate VR. In order to fully understand VR as a valid environmental
representation, it is essential to examine to what extent not only user cognition and behaviour but also
users experiences are analogous in virtual environments. This application was tested among a number
of participants using Samsung Gear VR and Samsung Galaxy S9+. Virtual reality offers both
opportunities and challenges. One of the challenges of virtual reality technology is Health and safety.
In VR technology, some participants still experience Health and safety problems associated with VR.
The key concern from the literature is VR-induced sickness, experienced by a large proportion of VR
participants, but for the majority, these effects are mild and subside quickly. This is a desk-based and
empirical study in which safety and health issues are identified, and available hardware and software
are explored.

Keywords: Virtual Showroom, VR, Metaverse, Technical Training, immersive experience, engagement,
Health, Safety

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