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A Preliminary Study on 3600 Immersive Virtual Reality (IVR) vs Non - Immersive Virtual Reality (N-IVR) of Event Marketing

Emma Nuraihan Mior Ibrahim, Universiti Teknologi MARA, 40450, Shah Alam, Selangor, Malaysia
2019 International Journal of Advanced Trends in Computer Science and Engineering  
The research is attempt to compare the user presence and immersion with different virtual reality interactivity in the context of event campaign and marketing.  ...  The objective of this study is to conduct a preliminary study on user interaction with 360 0 IVR and non-immersive virtual reality (N-IVR) for a virtual event marketing.  ...  Virtual Reality (VR) is a mediated environment which creates the sensation in a user of being present in a (physical) surrounding. In other words, transferring reality into the virtual world.  ... 
doi:10.30534/ijatcse/2019/0281.62019 fatcat:yxtyvqddcvgnteaxoktc7weygq

Virtual Reality Analgesia With Interactive Eye Tracking During Brief Thermal Pain Stimuli: A Randomized Controlled Trial (Crossover Design)

Najood A. Al-Ghamdi, Walter J. Meyer, Barbara Atzori, Wadee Alhalabi, Clayton C. Seibel, David Ullman, Hunter G. Hoffman
2020 Frontiers in Human Neuroscience  
The current study with healthy volunteers explores for the first time whether interacting with virtual objects in Virtual Reality (VR) via "hands free" eye-tracking technology integrated into the VR helmet  ...  potency of virtual reality analgesia.  ...  ACKNOWLEDGMENTS This study was completed in partial fulfillment of the requirements for the degree of Ph.D. in Computer Science by NA-G.  ... 
doi:10.3389/fnhum.2019.00467 pmid:32038200 pmcid:PMC6990370 fatcat:lfmz5ax77bbfjapqz7jw7p5pwa

Driving for Real or on a Fixed-Base Simulator: Is It so Different? An Explorative Study

Isabelle Milleville-Pennel, Camilo Charron
2015 Presence - Teleoperators and Virtual Environments  
This result leads us to believe that presence may often be underestimated in virtual environments because of the lack of an objective value of reference in the real world.  ...  We are most interested in a particular sort of real-world driving: the driving school.  ...  Acknowledgments This work is the result of collaboration with the CHU de Nantes. It has been carried out in the context of the AptAuto contract of the Region Pays de Loire.  ... 
doi:10.1162/pres_a_00216 fatcat:ekhtwmdhzrfbrojgdw3do2zat4

Treatment of acrophobia in virtual reality: The role of immersion and presence

Merel Krijn, Paul M.G Emmelkamp, Roeline Biemond, Claudius de Wilde de Ligny, Martijn J Schuemie, Charles A.P.G van der Mast
2004 Behaviour Research and Therapy  
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia.  ...  Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence).  ...  Acknowledgements We gratefully acknowledge the support of the team at SARA Computing and Networking Services, especially Bram Stolk, Jorrit Adriaanse and Edward Breedveld.  ... 
doi:10.1016/s0005-7967(03)00139-6 pmid:14975783 fatcat:vwt72gpdczeeliczr6zz2yzwna

Wide Bezel Televisions Decrease Immersive Experiences

Hwayeon Kong
2020 Advances in Human-Computer Interaction  
These findings provide important insights that can guide the future designs of screen bezels for televisions and other devices in order to more effectively create immersive virtual worlds.  ...  A between-subjects experimental design was employed with two types of viewing equipment (a television screen vs. a television screen with side screens that act as stimuli from reality) and two bezel widths  ...  Manipulation of Real-World Stimuli. In this study, we defined "the virtual world" as the world created through TV and "the real world" as the world in which the viewer actually exists.  ... 
doi:10.1155/2020/9349560 fatcat:cw5fvswtyzb5za64v4zitrnm4y

Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention

Hunter G Hoffman
2021 Scientific Reports  
The current study introduces a new paradigm for exploring cognitive factors in pain.  ...  Interacting with virtual objects via embodied avatar hands increased the illusion of "being there" in the virtual world, increased VR analgesia for acute pain, and reduced accuracy on an attention demanding  ...  The author is on the Scientific Advisory Board of BehaVR. com but no products or funding from this source was involved in the conduct of the study in the current manuscript, and these are not considered  ... 
doi:10.1038/s41598-021-89526-4 pmid:34021173 fatcat:r2y46ntthjh6pkqcjeykydb2nm

Editorial Assembled 2019

Angie Marie Cox, Felipe Becker Nunes, Miao Feng, Jason Coley
2019 Journal of Virtual Worlds Research  
The Journal of Virtual World Research Assembled 2019 issue, presents six striking studies that spread over a plethora of subjects, all aimed to expand the Virtual World knowledge bank for the benefit of  ...  These studies broaden the understanding of a Virtual World user's experience associated with presence and immersion, governance within the worlds, learning success mechanisms, as well as users' interactions  ...  The Journal of Virtual World Research Assembled 2019 issue, presents six striking studies that spread over a plethora of subjects, all aimed to expand the Virtual World knowledge bank for the benefit of  ... 
doi:10.4101/jvwr.v12i3.7406 fatcat:risasn7nnjcjpk6zhsarr7s3ja

The effect of quality of rendering on user lighting impressions and presence in virtual environments

Katerina Mania, Andrew Robinson
2004 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry - VRCAI '04  
Α between groups experiment was carried out to explore the effect of rendering quality on subjective impressions of illumination and perceived presence after exposure to a Virtual Environment (VE).  ...  How real-world responses for both presence and lighting could be incorporated into a computer graphics simulation is still an open research question.  ...  In a previous study comparing memory performance in a real-world space and a photorealistic simulation of that space based on photometry data, the perceived level of presence correlated positively with  ... 
doi:10.1145/1044588.1044629 dblp:conf/vrcai/ManiaR04 fatcat:wp726yunbbgp3ohdwrgkdjkxoa

The influence of immersion and presence in early stage engineering designing and building

Daniela Faas, Qifang Bao, Daniel D. Frey, Maria C. Yang
2014 Artificial intelligence for engineering design, analysis and manufacturing  
Results indicate that designers' sense of immersion and presence ranged widely. This study suggests that some level of presence is linked with better design.  ...  An experiment was conducted to assess presence and immersive tendencies within the context of a design-and-build activity.  ...  Acknowledgments The work described in this paper was supported in part by the National Science Foundation under  ... 
doi:10.1017/s0890060414000055 fatcat:u4emxonb5vcu3nulk5fgosatt4

Does virtual reality attract visitors? The mediating effect of presence on consumer response in virtual reality tourism advertising

Wai Han Lo, Ka Lun Benjamin Cheng
2020 Information Technology & Tourism  
As one of the first studies in the tourism field to investigate the effects of a virtual depiction of a real-world environment on consumption intentions, the findings reveal how VR technology can be used  ...  An experimental study was conducted to test the mediating effect of presence on the consumer response to tourism promotion using virtual reality (VR) technology.  ...  of the virtual depiction of genuine (real-world) environments in the field of tourism.  ... 
doi:10.1007/s40558-020-00190-2 fatcat:rflhcnev2ndkbiioug6jhqfgbq

Embodiment and Presence in Virtual Reality After Stroke. A Comparative Study With Healthy Subjects

Adrián Borrego, Jorge Latorre, Mariano Alcañiz, Roberto Llorens
2019 Frontiers in Neurology  
This study determined and compared the sense of embodiment and presence elicited by a virtual environment under different perspectives and levels of immersion in healthy subjects and individuals with stroke  ...  In spite of these differences, the participants experienced a vivid sense of embodiment and presence in almost all conditions.  ...  ACKNOWLEDGMENTS We acknowledge the support of NVIDIA Corporation with the donation of the Titan Xp GPU used for this research.  ... 
doi:10.3389/fneur.2019.01061 pmid:31649608 pmcid:PMC6795691 fatcat:pbmkjdfpmjb4hloqtogtft6zzm

Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change [chapter]

Giuseppe Riva, Fabrizia Mantovani
2012 Virtual Reality in Psychological, Medical and Pedagogical Applications  
The term "Presence" entered the general scientific debate in 1992 when Sheridan and Furness used it in the title of a new journal dedicated to the study of virtual reality systems and teleoperations: Presence  ...  models of the virtual world.  ...  Acknowledgement The ideas, concepts and tools described in this chapter were partially supported by the European funded project "Interstress" -Interreality in the management and treatment of stress-related  ... 
doi:10.5772/46411 fatcat:jb7aiasacfcfhd4rfyuyy2yzpa

EXPRESS: Virtual Reality in New Product Development: Insights from Pre-Launch Sales Forecasting for Durables

Nathalie Harz, Sebastian Hohenberg, Christian Homburg
2021 Journal of Marketing  
To assess its effectiveness, the authors collect data from 631 potential buyers of two real-world innovations.  ...  Second, to understand the mechanisms of virtual reality, the authors conducted a controlled laboratory experiment.  ...  Finally, the authors would like to thank GfK and the two anonymous firms for cooperating in this paper's studies. Associate Editor Jacob Goldenberg  ... 
doi:10.1177/00222429211014902 fatcat:qfk6ecssdzfjbk5eoq3h2z46d4

Virtual Reality Helmet Display Quality Influences the Magnitude of Virtual Reality Analgesia

Hunter G. Hoffman, Eric J. Seibel, Todd L. Richards, Thomas A. Furness, David R. Patterson, Sam R. Sharar
2006 Journal of Pain  
Only 29% of participants in the Low-Tech helmet group, as opposed to 65% of participants in the High-Tech-VR helmet group, showed a clinically significant reduction in pain intensity during virtual reality  ...  The results of the present study show that a higher quality VR helmet was more effective at reducing pain than a lower quality VR helmet.  ...  Special thanks to the participating undergraduate Psychology students.  ... 
doi:10.1016/j.jpain.2006.04.006 pmid:17074626 fatcat:73gqgjbqwvhqfchazcbemoqfha

Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap [chapter]

António Correia, Benjamim Fonseca, Hugo Paredes, Paulo Martins, Leonel Morgado
2016 Progress in IS  
The analysis and results presented in this study are entirely the authors' responsibility.  ...  Special acknowledgments are addressed to Tzafnat Shpak and Yesha Sivan for inviting the authors to submit this extended chapter as part of an ongoing research agenda on 3D virtual worlds for collaborative  ...  Other topics studied in the first decades included location and time dependencies, reality vs. virtuality, anonymity vs. true identity, human vs. technological factors, level and scale of immersion, play  ... 
doi:10.1007/978-3-319-22041-3_15 fatcat:b3gll7w6srccdikzv7znhticdq
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