2020
DOI: 10.1109/tnsre.2020.2985308
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Effects of Presence and Challenge Variations on Emotional Engagement in Immersive Virtual Environments

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Cited by 30 publications
(14 citation statements)
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References 38 publications
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“…Participants explained that engaging in a real-life task made them feel more immersed in the experience, despite the environment being relatively bare in this condition. Previous research has reported that the higher the involvement in a VR experience, the more the simulated experience can elicit genuine negative and positive emotions such as fear and anxiety, and in turn the higher the emotional engagement in the simulated experience [116]. One element that was reported to favour a stronger sense of presence was the presence of road and car noise.…”
Section: Presence and Sicknessmentioning
confidence: 98%
“…Participants explained that engaging in a real-life task made them feel more immersed in the experience, despite the environment being relatively bare in this condition. Previous research has reported that the higher the involvement in a VR experience, the more the simulated experience can elicit genuine negative and positive emotions such as fear and anxiety, and in turn the higher the emotional engagement in the simulated experience [116]. One element that was reported to favour a stronger sense of presence was the presence of road and car noise.…”
Section: Presence and Sicknessmentioning
confidence: 98%
“…In applications of VR technology to rehabilitation, there are more studies on upper limbs than lower limbs because it is easier to design virtual scenes for flexible upper limbs. The common method is creating task-specific training scenes by VR technology, and patients can improve their physical abilities by completing tasks [25,29]. The method shown in [30] is similar to our research, but it focuses more on the balance ability training.…”
Section: Discussionmentioning
confidence: 60%
“…Research shows that VR can be a beneficial environment for rehabilitation [27], and relevant health games are promising tools for rehabilitation [28]. Further, VR technology has been proven to improve motivation and engagement [29]. Chul Gyu Song et al developed a training system combining VR technology and an unfixed bicycle to improve postural balance ability [30].…”
Section: Introductionmentioning
confidence: 99%
“…17 Fourteen articles are quantitative research, 13,[21][22][23][24][25][26][27][28][29][30][31][32][33] and 1 mixed study 34 was conducted between the years of 2007 and 2020. Ten of the 14 quantitative studies are experimental, 13,[21][22][23]26,[29][30][31][32][33] and 2 are observational. 24,25 Studies included are from different disciplines such as health care, engineering, education, and business.…”
Section: Literature Retrieval and Data Collectionmentioning
confidence: 99%