Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives

dc.contributor.authorChristofi, Maria
dc.contributor.authorBaka, Evangelia
dc.contributor.authorStavroulia, Kalliopi Evangelia
dc.contributor.authorMichael-Grigoriou, Despina
dc.contributor.authorLanitis, Andreas
dc.contributor.authorThalmann, Nadia Magnenat
dc.contributor.editorBruder, Gerd and Yoshimoto, Shunsuke and Cobb, Sueen_US
dc.date.accessioned2018-11-06T16:07:48Z
dc.date.available2018-11-06T16:07:48Z
dc.date.issued2018
dc.description.abstractThis paper studies the aspect of presence in a Virtual Reality (VR) environment that can be used for training purposes in the education sector and more specifically for teacher training and professional development. During the VR experience trainees had the chance to view the world from different perspectives through the eyes of different characters appearing in the scene. The experimental evaluation conducted aims to examine the effect of viewing the experience from different perspectives and viewpoints in relation to the overall user experience and the level of presence achieved. To accomplish these objectives an experiment was performed investigating presence and the correlation between presence and different viewpoints/perspectives. To measure presence a combination of methods were used including two different questionnaires, the use of an eeg device, EMOTIV EPOC+ and the analysis of heart rates. The results indicate that high levels of presence were recorded and that increased levels of presence are associated with viewing the VE from a student rather than a teacher perspective.en_US
dc.description.sectionheadersClinical Applications
dc.description.seriesinformationICAT-EGVE 2018 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
dc.identifier.doi10.2312/egve.20181329
dc.identifier.isbn978-3-03868-058-1
dc.identifier.issn1727-530X
dc.identifier.pages163-170
dc.identifier.urihttps://doi.org/10.2312/egve.20181329
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20181329
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.subjectSoftware and its engineering
dc.subjectVirtual worlds training simulations
dc.titleStudying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectivesen_US
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