Towards an implementation of immersive experience application for marketing and promotion through virtual exhibition

被引:7
作者
Ario, Muhamad Keenan [1 ]
Santoso, Yeremia Kenny [2 ]
Basyari, Favian [2 ]
Edbert [2 ]
Fajar, Muhamad [2 ]
Panggabean, Francisco Maruli [2 ]
Satria, Thomas Galih [2 ]
机构
[1] Bina Nusantara Univ, Sch Comp Sci, Mobile Applicat & Technol Program, Comp Sci Dept, Jakarta 11480, Indonesia
[2] Bina Nusantara Univ, Comp Sci Dept, Sch Comp Sci, Jakarta 11480, Indonesia
关键词
Virtual Reality; Augmented reality; Extended reality; Metaverse; Virtual exhibition; REALITY;
D O I
10.1016/j.simpa.2022.100439
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
VR technologies offering powerful immersion and rich interaction have gained significant interest from researchers and practitioners. In this study, a virtual exhibition was created using Virtual Reality (VR) named GATBooth. The experiment conducts by comparing the VR application to the desktop (PC) version of GATBooth. Fourteen college students were evaluated as participants to measure the level of immersion using the Igroup Presence Questionnaire (IPQ). In the General Presence (PRES), Spatial Presence (SP), and Experienced Realism (REAL), the result show VR are more significant (p < 0.05), but the level of awareness of Involvement (INV) is no different (p > 0.467). The conclusion of the experiment indicated that Virtual Reality and PC technology could be used for promotion, marketing, and virtual exhibition.
引用
收藏
页数:5
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