Focusing on cybersickness: pervasiveness, latent trajectories, susceptibility, and effects on the virtual reality experience [0.03%]
聚焦网络空间病感:普遍性、潜在轨迹、易感性和对虚拟现实体验的影响
Luis Eduardo Garrido,Maite Frías-Hiciano,Mariano Moreno-Jiménez et al.
Luis Eduardo Garrido et al.
Although virtual reality (VR) usage has become widespread in the last decade, its adoption has been hampered by experiences of user discomfort known as cybersickness. The present study, in line with the "2020 cybersickness R&D agenda", soug...
Virtual reality exergame for supplementing multimodal pain therapy in older adults with chronic back pain: a randomized controlled pilot study [0.03%]
用于慢性背痛老年人多模态镇痛治疗补充的虚拟现实运动游戏:一项随机对照试点研究
Oskar Stamm,Rebecca Dahms,Norbert Reithinger et al.
Oskar Stamm et al.
Immersive Virtual Reality (VR) with head-mounted displays (HMD) can be a promising tool for increasing adherence to exercise in older adults. However, there is little known about the effectiveness of an interactive multimodal therapy in VR ...
Spatial transition management for improving outdoor cinematic augmented reality experience of the TV show [0.03%]
基于空间转换管理改进电视剧户外影院式增强现实体验
Hyerim Park,Maryam Shakeri,Ikbeom Jeon et al.
Hyerim Park et al.
There have been attempts to provide new cinematic experiences by connecting TV or movie content to suitable locations through augmented reality (AR). However, few studies have suggested a method to manage breakdowns in continuity due to spa...
Immersive virtual-reality computer-assembly serious game to enhance autonomous learning [0.03%]
一种沉浸式虚拟现实计算机装机益智游戏以增强自主学习能力
David Checa,Ines Miguel-Alonso,Andres Bustillo
David Checa
Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and le...
Nature in virtual reality improves mood and reduces stress: evidence from young adults and senior citizens [0.03%]
虚拟现实中的自然景象可改善情绪和降低压力:来自年轻成人及老年人的证据
Sarah Hian May Chan,Lin Qiu,Gianluca Esposito et al.
Sarah Hian May Chan et al.
Large populations worldwide have been deprived from nature experiences due to mass quarantines and lockdowns during the COVID-19 pandemic, and face a looming mental health crisis. Virtual reality offers a safe and practical solution to incr...
Augmented reality instructions for construction toys enabled by accurate model registration and realistic object/hand occlusions [0.03%]
通过精确模型注册和逼真的物体/手遮挡来实现的用于构造玩具的增强现实指令
Wei Yan
Wei Yan
BRICKxAR is a novel augmented reality (AR) instruction method for construction toys such as LEGO®. With BRICKxAR, physical LEGO construction is guided by virtual bricks. Compared with the state of the art, accuracy of the virtual-physical ...
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...