Featured Publications
Evaluation of a virtual reality E-cigarette prevention game for adolescents
Weser VU, Duncan LR, Sands BE, Schartmann A, Jacobo S, François B, Hieftje KD. Evaluation of a virtual reality E-cigarette prevention game for adolescents. Addictive Behaviors 2021, 122: 107027. PMID: 34225030, DOI: 10.1016/j.addbeh.2021.107027.Peer-Reviewed Original ResearchConceptsSocial perceptionPerceptions of harmIntervention acceptabilityE-cigarette knowledgeVR experienceAdolescents' satisfactionSocial approvalVR gameplayPerceptionGameplay experiencePreliminary efficacySubjects ANOVAE-cigarette useNon-equivalent control groupMiddle schoolVR playerSatisfactionNicotine addictionVirtual reality hardwareGameplayAdolescentsVRDependent variableControl groupGameMaking the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR
Weser V, Proffitt D. Making the Visual Tangible: Substituting Lifting Speed Limits for Object Weight in VR. PRESENCE Virtual And Augmented Reality 2018, 27: 68-79. DOI: 10.1162/pres_a_00319.Peer-Reviewed Original ResearchNavigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling
Weser V, Sieberer J, Berry J, Tuakli-Wosornu Y. Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheeling. Virtual Reality 2023, 28: 4. DOI: 10.1007/s10055-023-00901-0.Peer-Reviewed Original ResearchVirtual environmentComplex virtual environmentsVirtual reality experienceImmersive virtual realityVR developersVirtual worldVR locomotionLocomotion techniquesUser experienceSystem usabilityReality experienceVirtual realityReal worldSimulator sicknessMost applicationsVRDiverse needsSpatial updating taskDevelopersUsabilityUsersNavigationUpdating taskNegative affectApplications
2023
Incorporating Virtual Reality in Public Health Campaigns: COVID-19 as the Context
Xu Z, Weser V, Peng L, Laffidy M. Incorporating Virtual Reality in Public Health Campaigns: COVID-19 as the Context. Social Science Computer Review 2023, 42: 307-325. DOI: 10.1177/08944393231185257.Peer-Reviewed Original ResearchIntentions/behavioursMessage exposurePublic health campaignsConstrual level theoryPrint messagesEffects of VRPsychological distanceHealth campaignsLevel theoryCOVID-19Higher intentionRisk perceptionUnvaccinated participantsVirtual realityParticipantsHealth interventionsHealth risksVRWeeksHigh levelsPerceptionContextExposureMessagesExperimental treatments
2020
A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention
Weser VU, Duncan LR, Pendergrass TM, Fernandes CS, Fiellin LE, Hieftje KD. A quasi-experimental test of a virtual reality game prototype for adolescent E-Cigarette prevention. Addictive Behaviors 2020, 112: 106639. PMID: 32920455, DOI: 10.1016/j.addbeh.2020.106639.Peer-Reviewed Original ResearchConceptsSocial norm perceptionsGame prototypePerceptions of harmNorm perceptionsQuasi-experimental testPaired-samples t-testParticipants' enjoymentSocial normsPreliminary impactPerceptionEffect sizeE-cigarette preventionVirtual reality hardwarePost designAdolescentsSatisfactionVRDependent variableAttitudesHarm perceptionsE-cigarettesGameEnjoymentParticipantsGameplay