We then review how these building blocks are put together to create two major categories of research scenarios: product selection, which can be entirely created in VR, and food evaluation, which involve tasting products in real life. We take a deep dive into the components that make up a VR study, including hardware, software, and response measurement methods, all the while being grounded in immersion and presence theory. This review provides a practical guide for sensory and consumer scientists interested in exploring the emerging opportunities offered by VR. While virtual reality (VR) has become increasingly popular in food-related research, there has been a lack of clarity, precision, and guidelines regarding what exactly constitutes a virtual reality study, as well as the options available to the researcher for designing and implementing it. Our findings show that virtual reality is a credible tool for testing inhibitory control with a high degree of transferability and generalizability to the real world. We present two cutting-edge modifications of the standard Simon and flanker tasks that have been adapted to real-world settings using VR and human-like avatars as target stimuli. The accessibility of virtual reality (VR) technology has opened new research avenues to investigate inhibition control with a high ecological validity while retaining tightly controlled lab conditions and good measurement accuracy. However, its use has been relegated to classical presentation modalities within laboratory settings. These have been subjected to modifications in order to assess inhibitory control from different perspectives (e.g., in different samples or in combination with different research techniques). Among the different paradigms typically used, the Simon and flanker tasks are probably the most popular ones. Among them, inhibitory control is one of the main exponents of executive functions, and in the last decades, it has received a good amount of attention thanks to the development of chronometric tasks associated with paradigms that allow exploring human behaviour when the inhibitory component is needed. As the main contribution, based on our empirical findings, we provide a greater theoretical understanding on VR gaming acceptance and use.Įxecutive functions are the key ingredient for behaviour regulation. The findings, which potentially extend to other VR systems as well, also pose important implications for the providers of VR games. Moreover, findings also suggested that use intentions and immersion levels are not significantly diminished by physical discomfort and VR sickness. Our findings help explain the role of different antecedents behind VR gaming acceptance and demonstrate that VR gaming is driven more by the hedonic gaming aspects than by the utilitarian health and well-being aspects of VR games, enjoyment being the strongest driver behind VR gaming intention and immersion. We proposed a theoretical model and analyzed it through covariance-based structural equation modeling using an online survey sample of 473 VR gamers. We extended the hedonic-motivation system acceptance model with utilitarian and inconvenience factors to capture the pertinent features of VR systems more holistically. The present study therefore aimed to explain the factors that drive the use and acceptance of VR games. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. In addition, based on this study, we choose this VR headset to be used in the future development of an industrial training VR simulator, to the process of which a separate article will be devoted. The results of the analysis show that overall HTC Vive Pro has the best qualities among the other devices. We examine the classification of modern VR head-mounted displays (HMDs) and conduct a comparative analysis on an example of several relevant for today headsets, such as: Oculus Rift S, HTC Vive Pro, HTC Vive Cosmos, Valve Index and Samsung HMD Odyssey+. In this paper, we investigate the hardware aspect of the current VR technologies. Thanks to the accumulated scientific knowledge base in the field of VR, technological progress and human enthusiasm, new ways of providing a better, more effective immersive experience in VR are constantly emerging. VR, being an extremely promising technology, has already found its use in various different areas, and most likely will continue to expand further. The virtual reality (VR) industry has greatly evolved over the recent years.
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