Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Genz, Fabio | |
dc.contributor.author | Dreer, Fabian | |
dc.contributor.author | Krötz, Florian | |
dc.contributor.author | D’Amelio, Marco | |
dc.contributor.author | Kranzlmüller, Dieter | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2024-07-28T18:36:01Z | - |
dc.date.available | 2024-07-28T18:36:01Z | - |
dc.date.issued | 2024 | |
dc.identifier.citation | WSCG 2024: full papers proceedings: 32. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 177-186. | en |
dc.identifier.issn | 2464–4625 (online) | |
dc.identifier.issn | 2464–4617 (print) | |
dc.identifier.uri | http://hdl.handle.net/11025/57390 | |
dc.format | 10 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | virtuální realita | cs |
dc.subject | přítomnost | cs |
dc.subject | konzumace alkoholu | cs |
dc.subject | interakce člověk-počítač | cs |
dc.subject | hry | cs |
dc.title | Measuring the Influence of Alcohol Consumption on Presence in Virtual Reality | cs_CZ |
dc.title | Measuring the Influence of Alcohol Consumption on Presence in Virtual Reality | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | We examine the influence of alcohol consumption on presence in Virtual Reality (VR) with both subjective and ob jective data. To measure the level of presence in VR we propose a method using four self-developed indicators, two subjective (Flow, Subjective Behaviour) and two objective ones (Objective Behaviour, Performance). To assess the validity of our method, we conducted a user study (n = 20). Although results show no significant correlations, we reveal two potential research gaps regarding the general threshold for measurable effects of alcohol consumption in VR and eventual gender differences. Besides the two research gaps, we show three further approaches for future work. | en |
dc.subject.translated | virtual reality | en |
dc.subject.translated | presence | en |
dc.subject.translated | alcohol consumption | en |
dc.subject.translated | human-computer-interaction | en |
dc.subject.translated | games | en |
dc.identifier.doi | https://doi.org/10.24132/10.24132/CSRN.3401.19 | |
dc.type.status | Peer reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2024: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
B97-2024.pdf | Plný text | 1,41 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/57390
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