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Wearable haptics for virtual reality and beyond
Research has increasingly focused on wearable systems that provide informative haptic
sensations to the hands, enhancing user interaction in virtual reality (VR) and augmented …
sensations to the hands, enhancing user interaction in virtual reality (VR) and augmented …
Haptics in social interaction with agents and avatars in virtual reality: a systematic review
Incorporating the sense of touch through haptics in virtual spaces enables people to
communicate emotions and engage in more naturalistic and meaningful social interactions …
communicate emotions and engage in more naturalistic and meaningful social interactions …
Haptic feedback in a virtual crowd scenario improves the emotional response
Research has shown that incorporating haptics into virtual environments can increase
sensory fidelity and provide powerful and immersive experiences. However, current studies …
sensory fidelity and provide powerful and immersive experiences. However, current studies …
The use of Virtual Reality (VR) to assess the impact of geographical environments on walking and cycling: a systematic literature review
Background Geographical environments influence people's active mobility behaviors,
contributing to their physical and mental health. The use of Virtual Reality (VR) in …
contributing to their physical and mental health. The use of Virtual Reality (VR) in …
A history of crowd simulation: the past, evolution, and new perspectives
This paper aims to discuss the past, evolution, and new perspectives in crowd simulation.
Many work have been produced and published in this area that was launched …
Many work have been produced and published in this area that was launched …
Toward understanding the effects of virtual character appearance on avoidance movement behavior
This virtual reality study was conducted to assess the impact of the appearance of virtual
characters on the avoidance movement behavior of participants. Five experimental …
characters on the avoidance movement behavior of participants. Five experimental …
Evaluating virtual reality locomotion interfaces on collision avoidance task with a virtual character
We have evaluated four locomotion interfaces, namely natural walking (NW),
omnidirectional treadmill (OT), walk-in-place (WiP), and joystick (JS). In this within-group …
omnidirectional treadmill (OT), walk-in-place (WiP), and joystick (JS). In this within-group …
Evaluating the sense of embodiment through out-of-body experience and tactile feedback
Out-of-body experience (OBE) is generated by sensory disintegration. In virtual reality (VR),
we can provide OBE to people by switching the first-person perspective (1PP) to the third …
we can provide OBE to people by switching the first-person perspective (1PP) to the third …
Estimating the just noticeable difference of tactile feedback in oculus quest 2 controllers
In virtual reality (VR) applications, humans experience the provided content not only through
the visual and auditory systems but also through the somatosensory system. Thus, we …
the visual and auditory systems but also through the somatosensory system. Thus, we …
Evaluating wearable tactile feedback patterns during a virtual reality fighting game
A two-study approach was used to explore the effects of tactile feedback patterns on virtual
reality gaming experiences of participants, including presence, flow, usability, emotion …
reality gaming experiences of participants, including presence, flow, usability, emotion …