Are we there yet? Media content and sense of presence in non-fiction virtual reality

J McRoberts - Studies in documentary film, 2018 - Taylor & Francis
Sense of presence is a central but widely contested concept in virtual reality (VR) and has
been the subject of significant debate, discussion and research. Key factors considered to …

Serious games analytics: Theoretical framework

CS Loh, Y Sheng, D Ifenthaler - Serious games analytics: Methodologies …, 2015 - Springer
Abstract “Serious Games” is a unique industry that is concerned with the training/learning
performance assessment of its clients. It is one of three digital technology industries (along …

A taxonomy and state of the art revision on affective games

R Lara-Cabrera, D Camacho - Future Generation Computer Systems, 2019 - Elsevier
Affective games are a sub-field of affective computing that tries to study how to design
videogames that are able to react to the emotions expressed by the player, as well as …

Immersive virtual reality technology in a three-dimensional virtual simulated store: Investigating telepresence and usability

A Schnack, MJ Wright, JL Holdershaw - Food Research International, 2019 - Elsevier
This study explores whether using immersive virtual reality technology (iVR) in a virtual
simulated store (VSS) enhances perceived telepresence and usability compared to …

More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game

LE Nacke, MN Grimshaw… - Interacting with …, 2010 - academic.oup.com
The combination of psychophysiological and psychometric methods provides reliable
measurements of affective user experience (UX). Understanding the nature of affective UX in …

[图书][B] The uncanny valley in games and animation

A Tinwell - 2014 - books.google.com
Advances in technology have enabled animators and video game designers to design
increasingly realistic, human-like characters in animation and games. Although it was …

Effects of virtual human appearance fidelity on emotion contagion in affective inter-personal simulations

M Volante, SV Babu, H Chaturvedi… - IEEE transactions on …, 2016 - ieeexplore.ieee.org
Realistic versus stylized depictions of virtual humans in simulated inter-personal situations
and their ability to elicit emotional responses in users has been an open question for artists …

[HTML][HTML] Serious games for health: three steps forwards

D Drummond, A Hadchouel, A Tesnière - Advances in Simulation, 2017 - Springer
Serious games are educational tools which are more and more used in patient and health
professional education. In this article, we discuss three main points that developers and …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …

Audio matters too: How audial avatar customization enhances visual avatar customization

D Kao, R Ratan, C Mousas, A Joshi… - Proceedings of the 2022 …, 2022 - dl.acm.org
Avatar customization is known to positively affect crucial outcomes in numerous domains.
However, it is unknown whether audial customization can confer the same benefits as visual …