[HTML][HTML] Countering the novelty effect: a tutorial for immersive virtual reality learning environments

I Miguel-Alonso, B Rodriguez-Garcia, D Checa… - Applied Sciences, 2023 - mdpi.com
Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce
the enjoyment of iVR experiences and, especially, learning achievements when presented …

Statistical significance testing at chi play: Challenges and opportunities for more transparency

JB Vornhagen, A Tyack, ED Mekler - Proceedings of the annual …, 2020 - dl.acm.org
Statistical Significance Testing--or Null Hypothesis Significance Testing (NHST)--is common
to quantitative CHI PLAY research. Drawing from recent work in HCI and psychology …

User onboarding in virtual reality: An investigation of current practices

E Chauvergne, M Hachet, A Prouzeau - … of the 2023 CHI Conference on …, 2023 - dl.acm.org
Explaining to novice users how to interact in immersive VR applications may be challenging.
This is in particular due to the fact that the learners are isolated from the real world, and they …

Examining design choices of questionnaires in VR user studies

D Alexandrovsky, S Putze, M Bonfert… - Proceedings of the …, 2020 - dl.acm.org
Questionnaires are among the most common research tools in virtual reality (VR) user
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …

[HTML][HTML] Evaluation of the novelty effect in immersive Virtual Reality learning experiences

I Miguel-Alonso, D Checa, H Guillen-Sanz, A Bustillo - Virtual Reality, 2024 - Springer
In this study, the novelty effect or initial fascination with new technology is addressed in the
context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant …

Virtual reality genres: Comparing preferences in immersive experiences and games

M Foxman, AP Leith, D Beyea, B Klebig… - Extended Abstracts of …, 2020 - dl.acm.org
Even though virtual reality (VR) shares features with video games, it offers a wider range of
experiences. There is currently no cohesive classification for commercial VR offerings. As a …

Beyond genre: Classifying virtual reality experiences

M Foxman, D Beyea, AP Leith, RA Ratan… - IEEE Transactions …, 2021 - ieeexplore.ieee.org
Because virtual reality (VR) shares common features with video games, consumer content is
usually classified according to traditional game genres and standards. However, VR offers …

Transformative Virtual Reality Games for Adaptive Sports Training: Exploring the Perceptions of Individuals with Mobility Impairments

C Yildirim - International Journal of Human–Computer Interaction, 2024 - Taylor & Francis
The rise of virtual reality (VR) technology has opened up new opportunities for individuals
with mobility impairments to participate in adaptive sports training. This paper reports on a …

Towards integration of user-centered designed tutorials for better virtual reality immersion

SFM Zaidi, C Moore, H Khanna - … of the 2nd international conference on …, 2019 - dl.acm.org
Virtual reality (VR) has been contributing to education, health sciences and entertainment of
late. The technology has made itself flexible enough to cater to users of different ages …

Tutorial Level Design Guidelines for 2D Fighting Games

M Ibrahim, P Sweetser, A Ozdowska - Proceedings of the 18th …, 2023 - dl.acm.org
Fighting games can have barriers to entry as a result of the competency and skill needed to
understand the mechanics and objectives of play. One of the key challenges in fighting …