[HTML][HTML] Serious game design and clinical improvement in physical rehabilitation: systematic review

C Vieira, CF da Silva Pais-Vieira, J Novais… - JMIR Serious …, 2021 - games.jmir.org
Background: Serious video games have now been used and assessed in clinical protocols,
with several studies reporting patient improvement and engagement with this type of …

Are we there yet? Media content and sense of presence in non-fiction virtual reality

J McRoberts - Studies in documentary film, 2018 - Taylor & Francis
Sense of presence is a central but widely contested concept in virtual reality (VR) and has
been the subject of significant debate, discussion and research. Key factors considered to …

First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users

G Gorisse, O Christmann, EA Amato… - Frontiers in Robotics and …, 2017 - frontiersin.org
Current design of virtual reality (VR) applications relies essentially on the transposition of
users' viewpoint in first-person perspective (1PP). Within this context, our research aims to …

Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson's disease

A Kim, N Darakjian, JM Finley - Journal of neuroengineering and …, 2017 - Springer
Background Virtual reality (VR) has recently been explored as a tool for neurorehabilitation
to enable individuals with Parkinson's disease (PD) to practice challenging skills in a safe …

Total-recon: Deformable scene reconstruction for embodied view synthesis

C Song, G Yang, K Deng, JY Zhu… - Proceedings of the …, 2023 - openaccess.thecvf.com
We explore the task of embodied view synthesis from monocular videos of deformable
scenes. Given a minute-long RGBD video of people interacting with their pets, we render the …

User representations in human-computer interaction

S Seinfeld, T Feuchtner, A Maselli… - Human–Computer …, 2021 - Taylor & Francis
Cursors, avatars, virtual hands or tools, and other rendered graphical objects, enable users
to interact with computers such as PCs, game consoles or virtual reality systems. We …

The impact of task workload on cybersickness

NC Sepich, A Jasper, S Fieffer, SB Gilbert… - Frontiers in Virtual …, 2022 - frontiersin.org
This study explored the impact of task workload on virtual reality (VR) cybersickness.
Cybersickness is a negative side effect of using VR to which many users are susceptible …

The convergence of player experience questionnaires

A Denisova, AI Nordin, P Cairns - … of the 2016 Annual Symposium on …, 2016 - dl.acm.org
Player experience is an important field of digital games research to understand how games
influence players. A common way to directly measure players' reported experiences is …

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 …

Keep calm and aim for the head: Biofeedback-controlled dynamic difficulty adjustment in a horror game

P Moschovitis, A Denisova - IEEE Transactions on Games, 2022 - ieeexplore.ieee.org
Who said that violent video games cannot promote calm behavior? Could we reverse
engineer the difficulty system of a horror game to encourage the player to stay calm as …