2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2020
DOI: 10.1109/vrw50115.2020.00024
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Assessing Personality Traits of Team Athletes in Virtual Reality

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Cited by 5 publications
(5 citation statements)
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“…Prior use of HMDs should not have influenced the results, since the experience with those devices was comparable between the two groups. Previous literature could show that athletes’ personality traits affect the perceived user experience in VEs [ 10 ]. Hence, the player types and also experience levels seem to be relevant when it comes to decisive motivation factors like novelty and stimulation [ 68 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Prior use of HMDs should not have influenced the results, since the experience with those devices was comparable between the two groups. Previous literature could show that athletes’ personality traits affect the perceived user experience in VEs [ 10 ]. Hence, the player types and also experience levels seem to be relevant when it comes to decisive motivation factors like novelty and stimulation [ 68 ].…”
Section: Discussionmentioning
confidence: 99%
“…Consequently, with pro athletes showing superior skills in these areas, knowing more about them is beneficial for various areas like talent identification and performance improvement [ 7 ]. Sports science has identified relevant cognitive and perceptual characteristics, like the ability to recognize task-related patterns [ 8 , 9 , 10 ] and VEA [ 11 , 12 , 13 ] that lead to superior on-pitch performance.…”
Section: Introductionmentioning
confidence: 99%
“…Exergames is an integration of the sports interactive video game with various innovative exertion-based interfaces. There are various type of task activity in VR exergame studies, such as cycling (Michael & Lutteroth, 2020), rowing (Shoib et al, 2020), running (Perrin et al, 2019), fighting (Xu, Ma, et al, 2020), soccer (Wirth et al, 2020a), and many more. However, cycling seems to be the most popular VR exergame to be conducted in recent years (Neumann et al, 2018).…”
Section: Literature Reviewmentioning
confidence: 99%
“…To encourage people to have active lifestyle, researchers and developers in Human Computer Interaction (HCI) have developed a lot of VR exergames (Alce et al, 2019;Born et al, 2019;Campbell & Fraser, 2019b, 2019aCao et al, 2020;Cho & Park, 2020;Ijaz et al, 2020;Kishishita et al, 2019;Kojic et al, 2019;Li et al, 2019;Liu et al, 2020;Michael & Lutteroth, 2020;Narejo et al, 2020;Perrin et al, 2019;Ščiglinskas et al, 2019;She et al, 2020;Varela-Aldás et al, 2020;Wirth et al, 2020b;Xu, Ma, et al, 2020). Exergames is one of the ways to encourage people to exercise as the physical exercises was gamified with the game mechanics in VR systems (N. Nor et al, 2020a; N. N. Nor et al, 2020b).…”
Section: Introductionmentioning
confidence: 99%
“…Em Wirth et al [2020] foram avaliados traços de personalidade de atletas num ambiente de realidade virtual. A avaliação usa um tipo de questionário chamado gold standard, que é um teste de referência que decide qual a melhor opção disponível em condições razoáveis.…”
Section: Uso E Avaliação De Imersãounclassified