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