Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology 2022
DOI: 10.1145/3562939.3567818
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Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR

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Cited by 10 publications
(3 citation statements)
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“…Slater et al [51] found that walking could enhance presence ratings when participants embodied the presented avatar. Conversely, past work on gaming with omnidirectional treadmills [61] and on exergaming [7,13] found no impact of exertion on presence.…”
Section: There Is Preliminary Evidence That Locomotion In Vr Increase...mentioning
confidence: 78%
“…Slater et al [51] found that walking could enhance presence ratings when participants embodied the presented avatar. Conversely, past work on gaming with omnidirectional treadmills [61] and on exergaming [7,13] found no impact of exertion on presence.…”
Section: There Is Preliminary Evidence That Locomotion In Vr Increase...mentioning
confidence: 78%
“…Sepanjang fase discover pada proyek ini, yang terdiri dari penelitian kualitatif mendalam dengan cara melakukan wawancara [7] dan analisis kompetitor [8], peneliti mengidentifikasi beberapa masalah penting dalam bidang aplikasi kuliner. Menemukan sumber resep halal yang komprehensif dan memenuhi berbagai kebutuhan dan preferensi makanan, serta memberikan informasi nutrisi penting telah lama menjadi tantangan bagi pengguna.…”
Section: Identifikasi Masalahunclassified
“…Virtual reality (VR) can be an effective media offering the first-person perspective and sense of personal space in enhancing the understanding of the various training poses and work-outs [4,17]. Gamification can further provide the motivation and impetus to facilitate the training process [18,19]. However, the effect of balance training (VR-based or not) to VR sickness has not been investigated much despite the fact that they are often touted to be closely related [6,20,21].…”
Section: Balance Training In Vrmentioning
confidence: 99%