The effect of audio on the experience in virtual reality: a scoping review

IV Bosman, OO Buruk, K Jørgensen… - Behaviour & Information …, 2024 - Taylor & Francis
The use of virtual reality (VR) has seen significant recent growth and presents opportunities
for use in many domain areas. The use of head-mounted displays (HMDs) also presents …

Much realistic, such wow! a systematic literature review of realism in digital games

K Rogers, S Karaosmanoglu, M Altmeyer… - Proceedings of the …, 2022 - dl.acm.org
Researchers reference realism in digital games without sufficient specificity. Without clarity
about the dimensions of realism, we cannot assess how and when to aim for a higher …

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 …

Evaluating tutorial-based instructions for controllers in virtual reality games

D Kao, AJ Magana, C Mousas - Proceedings of the ACM on human …, 2021 - dl.acm.org
Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet
differences between VR and traditional mediums, such as controllers that are visible in the …

[HTML][HTML] Wearable gaming technology: A study on the relationships between wearable features and gameful experiences

N Xi, J Chen, S Jabari, J Hamari - International Journal of Human …, 2024 - Elsevier
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and
overall wearable computing, wearable devices have become a mainstay in everyday life …

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 …

Perspective-taking of non-player characters in prosocial virtual reality games: Effects on closeness, empathy, and game immersion

JCF Ho, R Ng - Behaviour & Information Technology, 2022 - Taylor & Francis
This study explores the effects of the perspective-taking of non-player characters (NPCs) on
enhancing game immersion in prosocial virtual reality (VR) games. Prosocial games are …

Creepy technology: what is it and how do you measure it?

PW Woźniak, J Karolus, F Lang, C Eckerth… - Proceedings of the …, 2021 - dl.acm.org
Interactive technologies are getting closer to our bodies and permeate the infrastructure of
our homes. While such technologies offer many benefits, they can also cause an initial …

Feels like team spirit: Biometric and strategic interdependence in asymmetric multiplayer VR games

S Karaosmanoglu, K Rogers, D Wolf, E Rukzio… - Proceedings of the …, 2021 - dl.acm.org
Virtual reality (VR) multiplayer games increasingly use asymmetry (eg, differences in a
person's capability or the user interface) and resulting interdependence between players to …

Behind the curtain of the" ultimate empathy machine" on the composition of virtual reality nonfiction experiences

C Bevan, DP Green, H Farmer, M Rose… - Proceedings of the …, 2019 - dl.acm.org
Virtual Reality nonfiction (VRNF) is an emerging form of immersive media experience
created for consumption using panoramic" Virtual Reality" headsets. VRNF promises …