The effect of audio on the experience in virtual reality: a scoping review
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 …
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
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 …
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
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 …
studies. Transitioning from virtuality to reality for giving self-reports on VR experiences can …
Evaluating tutorial-based instructions for controllers in virtual reality games
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 …
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
With the parallel advancement and evolution of psycho-physiological sensors, haptics, and
overall wearable computing, wearable devices have become a mainstay in everyday life …
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
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 …
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 …
enhancing game immersion in prosocial virtual reality (VR) games. Prosocial games are …
Creepy technology: what is it and how do you measure it?
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 …
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
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 …
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
Virtual Reality nonfiction (VRNF) is an emerging form of immersive media experience
created for consumption using panoramic" Virtual Reality" headsets. VRNF promises …
created for consumption using panoramic" Virtual Reality" headsets. VRNF promises …