2018
DOI: 10.1007/s00371-018-1539-1
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Time-scaled interactive object-driven multi-party VR

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Cited by 8 publications
(4 citation statements)
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References 15 publications
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“…At the same time, it examines the sensitivity of the evaluation indicators; that is, the indicators reflect the project whether the number, presentation time, and text cues bring about significant changes in cognitive education and whether they are consistent [8]. Jain studied the influencing factors and mechanisms of visual information processing in the virtual environment from the perspective of cognitive education, which has theoretical significance and applications for enhancing the credibility and authenticity of the construction of virtual learning environments and optimizing the control of virtual perception cognitive education and learning costs [9,10]. In the immersive virtual learning environment, based on the dual-task experimental paradigm, using virtual space three-dimensional graphics as experimental materials, focusing on the impact of the number of memorization items, presentation time, and text cues on virtual cognitive education, using task performance methods and subjectivity, the measurement method is used to evaluate cognitive education.…”
Section: Introductionmentioning
confidence: 99%
“…At the same time, it examines the sensitivity of the evaluation indicators; that is, the indicators reflect the project whether the number, presentation time, and text cues bring about significant changes in cognitive education and whether they are consistent [8]. Jain studied the influencing factors and mechanisms of visual information processing in the virtual environment from the perspective of cognitive education, which has theoretical significance and applications for enhancing the credibility and authenticity of the construction of virtual learning environments and optimizing the control of virtual perception cognitive education and learning costs [9,10]. In the immersive virtual learning environment, based on the dual-task experimental paradigm, using virtual space three-dimensional graphics as experimental materials, focusing on the impact of the number of memorization items, presentation time, and text cues on virtual cognitive education, using task performance methods and subjectivity, the measurement method is used to evaluate cognitive education.…”
Section: Introductionmentioning
confidence: 99%
“…While most of these works concentrate on training athletes' sports skills in physical or psychological aspect, few attention was paid to increase normal players' game experience in VR sports games. Jain et al 1 proposed a time scaling algorithm for latency management in a VR volleyball game, which increased the user's game experience in a multiparty setting. Hai et al 2 proposed a method to increase the feeling of social presence by incorporating realistic interaction in a VR volleyball game.…”
Section: Vr Sports Gamesmentioning
confidence: 99%
“…The proposed emotional experience framework is implemented based on a comprehensive and realistic virtual reality platform. 1 This game is client-server architecture for building a multiparty VR platform, which induces the flexibility of adding multiple virtual players and/or real players (avatars) to the application. It is developed in Unity 3D engine.…”
Section: Platformmentioning
confidence: 99%
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