{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,1]],"date-time":"2026-04-01T14:42:04Z","timestamp":1775054524284,"version":"3.50.1"},"reference-count":47,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2018,4,27]],"date-time":"2018-04-27T00:00:00Z","timestamp":1524787200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["MTI"],"abstract":"<jats:p>In recent years, immersive VR had a great boost in terms of adoption and research perspectives, especially those regarding the serious gaming universe. Within the cultural heritage field, virtual re-contextualization of items is a crucial task to be accomplished by individuals to understand a 3D reconstructed environment as a whole and to assign a meaning and a value to a specific cultural object. Immersive VR and consumer HMDs still present several issues related to motion sickness and locomotion: the interest in real-walking techniques outperforming other locomotion methods is growing year by year, although limited by physical constraints, higher costs, or current technology. In this work, we propose a novel game model (\u03bcVR) that combines real-walking techniques and an adaptive, game-driven, multi-scale progression to craft immersive re-contextualization applications. The presented model aims to minimize motion sickness while fully exploiting the physical tracked area and augmenting the understanding of what the user is experiencing at different world scales. We define and formalize the \u03bcVR model and its components mathematically for the sake of reproducibility, then we present results from a pilot test planned to validate the model on real users. Results assure the usability and effectiveness of VR model even if further implementation needs to be done.<\/jats:p>","DOI":"10.3390\/mti2020020","type":"journal-article","created":{"date-parts":[[2018,4,27]],"date-time":"2018-04-27T12:04:50Z","timestamp":1524830690000},"page":"20","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":16,"title":["A Novel Immersive VR Game Model for Recontextualization in Virtual Environments: The \u03bcVRModel"],"prefix":"10.3390","volume":"2","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-4058-877X","authenticated-orcid":false,"given":"Bruno","family":"Fanini","sequence":"first","affiliation":[{"name":"Italian National Research Council, Institute of Technologies Applied to Cultural Heritage-Via Salaria Km 29,300 Monterotondo St., 00015 Rome, Italy"}]},{"given":"Alfonsina","family":"Pagano","sequence":"additional","affiliation":[{"name":"Italian National Research Council, Institute of Technologies Applied to Cultural Heritage-Via Salaria Km 29,300 Monterotondo St., 00015 Rome, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-1558-1365","authenticated-orcid":false,"given":"Daniele","family":"Ferdani","sequence":"additional","affiliation":[{"name":"Italian National Research Council, Institute of Technologies Applied to Cultural Heritage-Via Salaria Km 29,300 Monterotondo St., 00015 Rome, Italy"}]}],"member":"1968","published-online":{"date-parts":[[2018,4,27]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Van Dijck, J. 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