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1.
BMC Public Health ; 24(1): 176, 2024 01 13.
Artigo em Inglês | MEDLINE | ID: mdl-38218759

RESUMO

BACKGROUND: The excessive use of information technologies (IT) and online digital devices are causing symptoms of burnout, anxiety, stress and dependency that affect the physical and mental health of our society, extending to leisure time and work relationships. Digital free tourism (DFT) is a phenomenon that emerges as a solution to technostress and pathologies derived from digital hyperconnection. The objective of this research is to advance the knowledge of new structures of motivational factors that can understand the decision of a tourist to make a DFT trip. To this end, it is investigated whether family and social engagement and health and relaxation have a positive impact on the behavioral intention of the potential tourist and whether this influences sustainability due to the importance of DFT in the new economic framework. METHODS: With a quantitative approach, the methodology used consisted of an online questionnaire among potential travelers. IBM SPSS Statistics 22.0 statistical software was used to evaluate the data obtained and confirm the relationships of the model and the research hypotheses. RESULTS: The results of the questionnaire assessed the contribution of each construct to the tourist's behavioral intention and the tourist's decision to make the decision to undertake a DFT experience. CONCLUSIONS: DFT can be a driver of economic sustainability and health therapy in tourism in the digital age. This study aims to expand the lines of research on DFT and determine the complex factors that can lead a tourist to participate in the DFT experience. The results obtained can help managers of companies in the sector to offer more efficient and sustainable services that contribute to the health and wellbeing of tourists as a differentiating factor.


Assuntos
Intervenção Baseada em Internet , Humanos , Turismo , Ansiedade , Transtornos de Ansiedade , Tecnologia da Informação
2.
Educ Inf Technol (Dordr) ; 28(1): 155-192, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-35789766

RESUMO

The objective of this study is to identify and analyze the scientific literature with a bibliometric analysis to find the main topics, authors, sources, most cited articles, and countries in the literature on virtual reality in education. Another aim is to understand the conceptual, intellectual, and social structure of the literature on the subject and identify the knowledge base of the use of VR in education and whether it is commonly used and integrated into teaching-learning processes. To do this, articles indexed in the Main Collections of the Web of Science, Scopus and Lens were analyzed for the period 2010 to 2021. The research results are presented in two parts: the first is a quantitative analysis that provides an overview of virtual reality (VR) technology used in the educational field, with tables, graphs, and maps, highlighting the main performance indicators for the production of articles and their citation. The results obtained found a total of 718 articles of which the following were analyzed 273 published articles. The second stage consisted of an inductive type of analysis that found six major groups in the cited articles, which are instruction and learning using VR, VR learning environments, use of VR in different fields of knowledge, learning processes using VR applications or games, learning processes employing simulation, and topics published during the Covid-19 pandemic. Another important aspect to mention is that VR is used in many different areas of education, but until the beginning of the pandemic the use of this so-called "disruptive process" came mainly from students, Institutions were reluctant and slow to accept and include VR in the teaching-learning processes.

3.
Math Biosci Eng ; 19(8): 7856-7885, 2022 05 26.
Artigo em Inglês | MEDLINE | ID: mdl-35801447

RESUMO

The purpose of this research is to highlight the importance of periodically analyzing the data obtained from the technological sources used by customers, such as user comments on social networks and videos, using qualitative data analysis software. This research analyzes user sentiments, words, and opinions about virtual reality (VR) videos on YouTube in order to explore user reactions to such videos, as well as to establish whether this technology contributes to the sustainability of natural environments. User-generated data can provide important information for decision making about future policies of companies that produce video content. The results of our analysis of 12 videos revealed that users predominantly perceived these videos positively. This conclusion was supported by the findings of an opinion and text analysis, which identified positive reviews for videos and channels with many followers and large numbers of visits. The features such as the quality of the video and the accessibility of technology were appreciated by the viewers, whereas videos that are 100% VR and require special glasses to view them do not have as many visits. However, VR was seen to be a product which viewers were interested in and, according to Google, there are an increasing number of searches and sales of VR glasses in holiday seasons. Emotions of wonder and joy are more evident than emotions of anger or frustration, so positive feelings can be seen to be predominant.


Assuntos
Meios de Comunicação , Realidade Virtual , Frustração , Análise de Sentimentos
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