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A Palette of Deepened Emotions: Exploring Emotional Challenge in Virtual Reality Games

Xiaolan Peng, Jin Huang, Alena Denisova, Hui Chen, Feng Tian, Hongan Wang
2020 Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems  
Although emotional challenge has immediately attracted HCI researchers' attention, the concept has not been experimentally explored, especially in virtual reality (VR), one of the latest gaming environments  ...  We found that relatively exclusive emotional challenge induced a wider range of different emotions in both conditions, while the adding of emotional challenge broadened emotional responses only in VR.  ...  Recent work introduced the notion of emotional challenge as a fertile ground to explore more unique and diverse PX in digital games [2] .  ... 
doi:10.1145/3313831.3376221 dblp:conf/chi/Peng0DC0W20 fatcat:wmrut7sk2fgzbbxpcscwdfyhye

Positive Technologies for Promoting Emotion Regulation Abilities in Adolescents [chapter]

Esther Judith Schek, Fabrizia Mantovani, Olivia Realdon, Joao Dias, Ana Paiva, Sarit Schramm-Yavin, Ruth Pat-Horenczyk
2016 Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering  
In the next chapter the concepts of emotion and emotion regulation will be deepen.  ...  Virtual Reality and its application domains As demonstrated by Serino et al. (2012) , recent research has found that virtual reality (VR) could be an effective method to induce positive emotions.  ... 
doi:10.1007/978-3-319-49655-9_23 fatcat:qb3iko2y4zcdzcuntaihuljg4e

Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes

Angel Torres-Toukoumidis, Diego Vintimilla León, Andrea De-Santis, Paulo Carlos López-López
2022 Societies  
In this research, the aim is to systematize a review of the 10 most downloaded mobile applications in this context, but deepening on those that use game elements in their interface, organizing them according  ...  Findings demonstrate the role of levels and achievements as more repeated dynamics, and challenges and feedback as more relevant elements in gameplay, and finally, emotions and narratives as components  ...  deepen, it provides an idea of the positive emotions linked to eco-logical care.  ... 
doi:10.3390/soc12020042 fatcat:7tmrpoikjfdzfgzl6p5224dabe

A DEATH-POSITIVE VIDEO GAME FOR DEATH EDUCATION OF ADOLESCENTS

Viola Nicolucci
2019 Italian Journal of Educational Technology  
However, even if death is ubiquitous in the media, we tend to adopt an attitude of emotional denial to it in our personal lives. Death seems to trigger a great deal of anxiety in adolescents.  ...  Death is present in most video games as a mechanic or a narrative element.  ...  In her contribution, Harrer (2013) Freud explored loss as a universal emotional state in human life.  ... 
doi:10.17471/2499-4324/1071 doaj:c98b125b3dae4578bf76b68476cf4d91 fatcat:it5vo725brdbhnedo3hnu7b7em

User Attention and Behaviour in Virtual Reality Art Encounter [article]

Mu Mu, Murtada Dohan, Alison Goodyear, Gary Hill, Cleyon Johns, Andreas Mauthe
2020 arXiv   pre-print
The data from a user experiment with 35 participants reveal a range of user activity patterns in art exploration.  ...  With the proliferation of consumer virtual reality (VR) headsets and creative tools, content creators have started to experiment with new forms of interactive audience experience using immersive media.  ...  In order to further explore the topic of content creation in alternate reality, a group of computer science researchers, 3D games designers, and a fine art artist collaborated on a VR art project.  ... 
arXiv:2005.10161v1 fatcat:f6nxqblpgrcfnayvghjrpcubea

Virtual Reality Musical Instruments: State of the Art, Design Principles, and Future Directions

Stefania Serafin, Cumhur Erkut, Juraj Kojs, Niels C. Nilsson, Rolf Nordahl
2016 Computer Music Journal  
The rapid development and availability of low-cost technologies have created a wide interest in virtual reality.  ...  In this article, we present a field overview of VRMIs from the viewpoint of the performer.  ...  Developing a virtual object is typically a process rather than an abrupt change (Levy 1998 ). In the end, challenges arise from enabling the imagination to guide the musical exploration.  ... 
doi:10.1162/comj_a_00372 fatcat:n7ndwggxbbc3ho2liyqfxggb34

Gamification in Tourism: A Design Framework for the TRIPMENTOR Project

Elina Roinioti, Eleana Pandia, Markos Konstantakis, Yannis Skarpelos
2022 Digital  
In this paper, we discuss the gamification strategies and methodologies used by TRIPMENTOR—a game-oriented cultural tourism application in the region of Attica.  ...  In TRIPMENTOR, gamification serves both as a tourism marketing strategy and as a tool for encouraging users to share their experiences while exploring Attica in a way designed to meet their personal needs  ...  deepen the imbalances in the number and appeal of points of interest.  ... 
doi:10.3390/digital2020012 fatcat:ptihcfzfcrgkvm7hy5z7vbsi5i

Sounds too true to be good: diegetic infidelity – the case for sound in virtual reality

Angela McArthur, Rebecca Stewart, Mark Sandler
2017 Journal of Media Practice  
Cinematic virtual reality (VR) elicits new possibilities for the treatment of sound in space.  ...  However, a reductive modelling of environmental realism, in the name of 'presence' predominates. Yet cross-modal perception is a noisy, flickering representation of worlds.  ...  This in turn focuses our concern on sound's rendering more than its reproduction, even in a reality that is virtual.  ... 
doi:10.1080/14682753.2017.1305840 fatcat:3t4er4ss6ffnnmtmmefelyeoea

A Survey on Visualizations for Musical Data

R. Khulusi, J. Kusnick, C. Meinecke, C. Gillmann, J. Focht, S. Jänicke
2020 Computer graphics forum (Print)  
A Survey on Visualizations for Musical Data Khulusi, R.; Kusnick, J.; Meinecke, C.; Gillmann, C.; Focht, J.; Jänicke, S.  ...  Last, but not least, we are grateful to the 25 people who gave us permission for using pictures of their work in this survey.  ...  Further, we thank the persons who helped us in proofreading the survey and being available for discussions about the content of the paper.  ... 
doi:10.1111/cgf.13905 fatcat:nrkzgtb6ajfqnnuru37fflgm6q

Introducing Immersive Virtual Reality in the Initial Phases of the Design Process—Case Study: Freshmen Designing Ephemeral Architecture

Hugo C. Gomez-Tone, Marizela Alpaca Chávez, Luana Vásquez Samalvides, Jorge Martin-Gutierrez
2022 Buildings  
Immersive Virtual Reality (IVR) has proven to be an important tool for the exploration and communication of architectural projects prior to their real construction; however, there have been few scientific  ...  advances of its use in the understanding, exploration, and definition of architectural space by architecture students in their initial design processes.  ...  Acknowledgments: Thanks to the students of the Universidad Nacional de San Agustín de Arequipa (Peru) for their generous participation in this study.  ... 
doi:10.3390/buildings12050518 fatcat:63yba462qbgafag7xowbasdaa4

WhoLoDancE: Deliverable 1.1 - State of the art survey

Katerina El Raheb, Aristotelis Kasomoulis, Akrivi Katifori
2016 Zenodo  
The main objectives of this work package are: a) to deliver a user-oriented approach through understanding the domain of dance education in relation to ICT, b) to elicit the technical requirements of learning  ...  Part A presents the recent advancements in dance education in relation to general contemporary learning approaches, and discusses the most significant of these models, as well as the potential benefits  ...  spaces using computer games, virtual reality, print and video technology.  ... 
doi:10.5281/zenodo.1041928 fatcat:j7tejqqqvrf5jgnk2vkeea2g6y

Museums and Digital Culture: From Reality to Digitality in the Age of COVID-19

Tula Giannini, Jonathan P. Bowen
2022 Heritage  
Our research shows that the COVID-19 pandemic has accelerated many of the changes driving museum transformation, about which this paper presents a landscape view of its characteristics and challenges.  ...  We focus on human digital behavior, experience, and interaction in museums in the context of art, artists, and human engagement with art, using the observational perspectives of the authors as a basis  ...  The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript, or in the decision to publish the results.  ... 
doi:10.3390/heritage5010011 fatcat:2li3ms6hrbeslmdlb63preflpm

The eLearning, the Brave New World of Higher Education [chapter]

Piroska Szegedine Lengyel
2020 The Impact Of COVID19 On The International Education System  
It presents s an accounting lesson in a virtual classroom pointing out the operation of the classroom and its role in education, it invites the reader to take part in the lesson to experience the mood  ...  The goal of the chapter to guide the reader into the world of e-learning, to appreciate its importance, and added value in the palette of the education.  ...  Getting to know the educational model of Piroska Szegediné Lengyel, this was the first time that I came across a pedagogical practice that reached the methodology of János Bolyai in his methodological  ... 
doi:10.51432/978-1-8381524-0-6_3 fatcat:gzudsbvh6ne5pck3zcl46ivrsq

Soma Design and Sensory Misalignment

Paul Tennent, Joe Marshall, Vasiliki Tsaknaki, Charles Windlin, Kristina Höök, Miquel Alfaras
2020 Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems  
Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research.  ...  We report on a workshop bringing together researchers working in soma design and sensory misalignment.  ...  Experience 1: Balance Beam The first group worked on a virtual reality balance beam simulation (see Figure 4b ).  ... 
doi:10.1145/3313831.3376812 dblp:conf/chi/TennentMTWHA20 fatcat:npgb3k5uxzecraymque7xkxkxa

Whole Issue

Diana Villanueva-Romero
2017 Ecozon@  
to emotion.  ...  But we already knew that from Star Trek: The Next Generation's "Measure of a Man," in which Riker realizes that Data sees the world feelingly, like Gloucester in King Lear, despite his apparent blindness  ...  and deepening my emotional investment in it.  ... 
doi:10.37536/ecozona.2017.8.2.2046 fatcat:w4rk4zgqqzcf3jvklu3ts43szm
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