Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology 2018
DOI: 10.1145/3281505.3281508
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Cited by 21 publications
(13 citation statements)
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“…The average age of the subjects was 22.19±2.13 years, and the average years of education were 16.04±2.10 years. To exclude the learning transfer effect caused by the two experimental modes and avoid irritability or fatigue effects caused by the prolonged experimental time, each participant could only participate in one group of experiments, as was determined by the experimental grouping method of Kim et al [ 24 ], Ding et al [ 1 ], and He et al [ 16 ]. All participants were tested between 9:00 AM-11:30 AM and 14:00 PM-16:30 PM to eliminate the potential confounding effects of circadian rhythms.…”
Section: Methodsmentioning
confidence: 99%
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“…The average age of the subjects was 22.19±2.13 years, and the average years of education were 16.04±2.10 years. To exclude the learning transfer effect caused by the two experimental modes and avoid irritability or fatigue effects caused by the prolonged experimental time, each participant could only participate in one group of experiments, as was determined by the experimental grouping method of Kim et al [ 24 ], Ding et al [ 1 ], and He et al [ 16 ]. All participants were tested between 9:00 AM-11:30 AM and 14:00 PM-16:30 PM to eliminate the potential confounding effects of circadian rhythms.…”
Section: Methodsmentioning
confidence: 99%
“…To date, only limited studies have been conducted to investigate emotional effects in VR environments using EEG. He et al [ 16 ] found that head-mounted VR environments made viewers perceive more reality than 2D environments, and more dimensions of sensory emotions and thinking were awakened. EEG analysis has unique advantages in mood detection; to the best of our knowledge, there are no published studies using EEG that explore the effects of stereo vision on emotional arousal [ 17 ].…”
Section: Introductionmentioning
confidence: 99%
“…Ref. [15] explored duplicating an audience experience of an art performance using VR, assessing usability in a two-level framework by combining aspects of presence with quality evaluation typical for arts performances. They analyzed the level of presence (level 1), and, furthermore (level 2), engagement, information recall, and desire of viewing using four methods: a questionnaire instrument, interviews, EEG measurements, and head movement tracking.…”
Section: Systems Immersion Engage With Mechanics/puzzles Of Game Narrative Immersionmentioning
confidence: 99%
“…[19] Adapt to user characteristics (like age) or mastery level [14,20] Environment Vary teams-based familiarity (pre-existing vs. newly composed), vary roles or level of difficulty [13] Headsets risk users missing key elements of the storyline [15] Simulate several rooms in single physical space [12] Progression should be apparent at all times throughout the experience [11] Involvement of tangible objects is possible to relate the digital to the real-world space.…”
Section: Storylinementioning
confidence: 99%
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