2020
DOI: 10.1109/tetc.2017.2746085
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A Comparison of Seated and Room-Scale Virtual Reality in a Serious Game for Epidural Preparation

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Cited by 30 publications
(16 citation statements)
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“…A recent study compared room-scale VR with seated VR in a virtual environment in which the room-scale version covered the full virtual environment and thus no teleportation was required [16]. The results are in favor of the standing room-scale VR setup.…”
Section: Related Workmentioning
confidence: 97%
“…A recent study compared room-scale VR with seated VR in a virtual environment in which the room-scale version covered the full virtual environment and thus no teleportation was required [16]. The results are in favor of the standing room-scale VR setup.…”
Section: Related Workmentioning
confidence: 97%
“…Virtual reality (VR) applications in medical training allow for the reproduction of realistic scenarios depicting procedures for developing cognitive and psycho-motor skills, performed in seated, standing, and room-scale settings [ 79 ]. However, given the recent widespread application of commodity VR, on-size-fits-all solutions lack support for the variability of users in terms of their ergonomics (e.g., height, reach, mobility), which can lead to usability issues [ 60 ].…”
Section: Maxsimhealth Projectsmentioning
confidence: 99%
“…Martel et al considered how to blend HMD input (facing direction) and mouse input for maximum effectiveness, and found that immersion and performance were highest when HMD was used exclusively for controlling the view and steering of the avatar, while the mouse is decoupled and used separately to perform interactions [12]. Shewaga et al found that room-scale travel increased immersion in a serious game for epidural preparation, as compared to a seated VR experience [21]. Bozgeyikli et al found that teleportation compared favorably to two other travel techniques (walking in place and joystick control) [4].…”
Section: Input and Travel For Immersive Vr Gamesmentioning
confidence: 99%