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Virtual Reality in transit: how acceptable is VR use on public transport?

Laura Bajorunaite, Stephen Brewster, Julie Williamson

20212021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)27 citationsDOIOpen Access PDF

Abstract

When travelling on public transport, passengers use devices such as mobile phones or laptops to pass the time. VR (Virtual Reality) head-mounted displays could provide advantages over these devices by delivering personal and private experiences that help the wearer escape their confined space. This paper presents the key factors that influence VR acceptance on different modes of public transport (from buses to aeroplanes), uncovered through two surveys (N <sub xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">1</sub> =60, N <sub xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">2</sub> =108). An initial analysis of responses revealed unique passenger needs and challenges currently preventing wider VR adoption, creating parameters for future research.

Topics & Concepts

Virtual realityPublic transportHuman–computer interactionComputer scienceTransit (satellite)Computer graphics (images)Transport engineeringEngineeringAugmented Reality ApplicationsVirtual Reality Applications and ImpactsHuman-Automation Interaction and Safety
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