Analyzing the Sociodemographic Factors Impacting the Use of Virtual Reality for Controlling Obesity
Mona Alduailij,
Wadee Alhalabi,
Mai Alduaili,
Amal Al-Rashee,
Eatedal Alabdulkareem and
Seham Saad Alharb
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Mona Alduailij: Department of Computer Sciences, College of Computer and Information Sciences, Princess Nourah bint Abdulrahman University, Saudi Arabia
Wadee Alhalabi: Department of Computer Science, Faculty of Computing and Information Technology, King Abdulaziz University, Saudi Arabia
Mai Alduaili: Department of Computer Sciences, College of Computer and Information Sciences, Princess Nourah bint Abdulrahman University, Saudi Arabi
Amal Al-Rashee: Department of Information Systems, College of Computer and Information Sciences, Princess Nourah bint Abdulrahman University, Saudi Arabia
Eatedal Alabdulkareem: Department of Computer Sciences, College of Computer and Information Sciences, Princess Nourah bint Abdulrahman University, Saudi Arabia
Seham Saad Alharb: Department of Computer Science, Faculty of Computing and Information Technology, King Abdulaziz University, Saudi Arabia
International Journal on Semantic Web and Information Systems (IJSWIS), 2022, vol. 18, issue 1, 1-38
Abstract:
Obesity is one of the most pressing issues in society today. Virtual reality has been used in the design of tools that promotes obesity control. However, the design of current VR tools lacks the involvement of prospective users and health practitioners. Such engagement is crucial in gathering semantic information that identifies stakeholders’ needs and ensures that all aspects of health are considered. Therefore, this paper aims to study the sociodemographic factors and individual-level characteristics and preferences that make the design of any obesity-control VR tool effective and satisfactory for a wide range of users. The paper also aims to solicit opinions of health practitioners to identify best health aspects that should be available in the design of any VR tool for obesity control. Organizations, businesses, and people will be able to readily augment such VR technologies on the semantic web, as well as on personal and mobile devices.
Date: 2022
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jswis0:v:18:y:2022:i:1:p:1-38
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