Damiano Oriti,Federico Manuri,Francesco De Pace et al.
Damiano Oriti et al.
Virtual reality (VR) and augmented reality (AR) applications are very diffuse nowadays. Moreover, recent technology innovations led to the diffusion of commercial head-mounted displays for immersive VR: users can enjoy entertainment activit...
Drivers of immersive virtual reality adoption intention: a multi-group analysis in chemical industry settings [0.03%]
化学工业环境中沉浸式虚拟现实采纳意图的影响因素的多组分析
Ryo Toyoda,Fernando Russo Abegão,Sue Gill et al.
Ryo Toyoda et al.
The present study uses the modified Unified Theory of Acceptance and Use of Technology 2 to examine the effect of factors such as performance expectancy (PE), effort expectancy (EE), social influence (SI), and hedonic motivation (HM) that m...
Performance enhancement of facial electromyogram-based facial-expression recognition for social virtual reality applications using linear discriminant analysis adaptation [0.03%]
基于线性判别分析自适应提高面向社交虚拟现实应用的面部肌电图面部表情识别性能的方法
Ho-Seung Cha,Chang-Hwan Im
Ho-Seung Cha
Recent studies have indicated that facial electromyogram (fEMG)-based facial-expression recognition (FER) systems are promising alternatives to the conventional camera-based FER systems for virtual reality (VR) environments because they are...
Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world [0.03%]
作为传播媒介的虚拟现实:一项关于与物理世界中的强制服从的比较研究
Elena Dzardanova,Vlasios Kasapakis,Damianos Gavalas et al.
Elena Dzardanova et al.
There are reasons to consider virtual reality (VR) as a newly arrived communication medium that ought to be differentiated from all other forms of mediated communication, since it is the first and only medium with the potential to enable in...
Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns [0.03%]
虚拟现实应用程序会对儿童和青少年造成真实的风险吗?伦理问题及顾虑的系统性回顾
Polyxeni Kaimara,Andreas Oikonomou,Ioannis Deliyannis
Polyxeni Kaimara
Virtual reality technologies (VRTs) are high-tech human-computer interfaces used to develop digital content and can be applied to multiple different areas, often offering innovative solutions to existing problems. A wide range of digital ga...
MagicChem: a MR system based on needs theory for chemical experiments [0.03%]
基于需求理论的化学实验MR系统MagicChem
Zhigeng Pan,Tianren Luo,Mingmin Zhang et al.
Zhigeng Pan et al.
Real chemical experiments may be dangerous or pollute the environment; meanwhile, the preparation of drugs and reagents is time-consuming. Due to the above-mentioned reasons, few experiments can be actually operated by students, which is no...
Using virtual reality for dynamic learning: an extended technology acceptance model [0.03%]
基于扩展技术接受模型的虚拟现实动态学习系统研究
Stephanie G Fussell,Dothang Truong
Stephanie G Fussell
Virtual reality (VR) is being researched and incorporated into curricula and training programs to expand educational opportunities and enhance learning across many fields. Although researchers are exploring the learning affordances associat...
Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence [0.03%]
儿童和成人虚拟现实体验的记忆取决于图像质量、情绪和临场感
Lénaïc B Cadet,Emanuelle Reynaud,Hanna Chainay
Lénaïc B Cadet
Numerous studies have explored the effects of virtual reality (VR) on adults' cognition. Little is known, however, of these effects in children. The aim of this study was to explore, in both children and adults, the respective roles of the ...
Teleguidance-based remote navigation assistance for visually impaired and blind people-usability and user experience [0.03%]
基于远程导航辅助的视障人士 teleguidance-可用性和用户体验
Babar Chaudary,Sami Pohjolainen,Saima Aziz et al.
Babar Chaudary et al.
This paper reports the development of a specialized teleguidance-based navigation assistance system for the blind and the visually impaired. We present findings from a usability and user experience study conducted with 11 blind and visually...
Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality [0.03%]
低沉浸式、半沉浸式和全沉浸式虚拟现实中的网络病症状狀研究
Sergo Martirosov,Marek Bureš,Tomáš Zítka
Sergo Martirosov
It is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in ...