The state of immersive technology research: A literature analysis
By Ayoung Suh, Jane Prophet. Computers in Human Behavior, 2018
710 citations recorded by the source corpus.
Abstract Despite the increase in scholarly attention paid to immersive technology, such as augmented reality and virtual reality, few studies have been conducted on the current state of immersive technology research, with no aggregation of findings and knowledge. To fill this gap, this study conducted a systematic literature review of immersive technology research in diverse settings, including education, marketing, business, and healthcare. The full range of SSCI journal articles that addressed issues related to immersive technology were searched. Based on rigorous inclusion and exclusion criteria, 54 articles were selected for the final analysis. This literature review analyzed the bibliometric data from the identified studies, their theoretical and methodological approaches, research themes, and contexts. Drawing on the stimulus–organism–response (S–O–R) framework, this study classifies and consolidates the factors associated with immersive technology use. Based on that classification, this study proposes a conceptual framework that accounts for the interplay between key elements associated with immersive technology use. The list of factors was then consolidated and mapped onto the S–O–R framework. As a result, this study identifies existing gaps in the current literature and suggests future research directions with specific research agendas.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/60d26ce2975ffce8d2694c0b25c53024263464e9
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In Computer Vision and Pattern Recognition
In Human-Computer Interaction
- Jennifer Fromm
- Tim A. Majchrzak
- Filipe Gama
- Juho Hamari
- Jaziar Radianti
- Juan Chen
- Nannan Xi
- Isabell Wohlgenannt
Citations in the corpus
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload (2022, background): “Alternatively, VR has been believed to create immersiveness (Suh & Prophet, 2018), telepresence (Lee & Chung, 2008; Steuer, 1992), and the sense of “being there” (Heeter, 1992; IJsselsteijn & Riva, 2003).”
- A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda (2020, background): “Methods and theories : Suh and Prophet (2018) provided an overview of research methods and theories applied in immersive technologies research but did not particularly focus on education.”
- Metaverse for Healthcare: A Survey on Potential Applications, Challenges and Future Directions (2022, neutral): “[90], [91], it includes XR, MR, holography, telepresence,”