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First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users
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 …
users' viewpoint in first-person perspective (1PP). Within this context, our research aims to …
Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality
Empirical research on the bodily self has shown that the body representation is malleable,
and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual …
and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual …
[PDF][PDF] Exploring gamification in team sports: A sco** review and research agenda.
While team sports play a pivotal role in societies around the world, we recognize a
concerningly high dropout rate among young people in organized sports clubs in recent …
concerningly high dropout rate among young people in organized sports clubs in recent …
Dancing with the avatars: minimal avatar customisation enhances learning in a psychomotor task
Virtual environments can support psychomotor learning by allowing learners to observe
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …
instructor avatars. Instructor avatars that look like the learner hold promise in enhancing …
Evaluating enjoyment, presence, and emulator sickness in VR games based on first‐and third‐person viewing perspectives
Many virtual reality (VR) games are based on a first‐person perspective (1PP). There are,
however, advantages in using another perspective, such as the third‐person perspective …
however, advantages in using another perspective, such as the third‐person perspective …
Characterizing embodied interaction in first and third person perspective viewpoints
Third Person Perspective (3PP) viewpoints have the potential to expand how one perceives
and acts in a virtual environment. They offer increased awareness of the posture and of the …
and acts in a virtual environment. They offer increased awareness of the posture and of the …
[PDF][PDF] Using several types of virtual characters in sports—a literature survey
K Petri, N Bandow, K Witte - … Journal of Computer Science in Sport, 2018 - sciendo.com
This article discusses the development and application of virtual environments (VEs) in the
domain of exercise as well as research in recreational and highperformance sports. A …
domain of exercise as well as research in recreational and highperformance sports. A …
Onebody: remote posture guidance system using first person view in virtual environment
We present Onebody, a virtual reality system for remote posture guidance during sports or
physical activity training, such as martial arts, yoga or dance, using first person perspective …
physical activity training, such as martial arts, yoga or dance, using first person perspective …
Visual perspective and feedback guidance for VR free-throw training
Accurate distance perception and natural interactions are mandatory conditions when
training precision aiming tasks in VR. However, many factors specific to virtual environments …
training precision aiming tasks in VR. However, many factors specific to virtual environments …
JackIn space: designing a seamless transition between first and third person view for effective telepresence collaborations
Traditional telepresence systems only supported first person view and users had difficulty in
recognizing the surrounding situation of their remote workspace. JackIn Space is a …
recognizing the surrounding situation of their remote workspace. JackIn Space is a …