نتایج جستجو برای: experiences
تعداد نتایج: 135709 فیلتر نتایج به سال:
Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles
This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile s that allowed them to feel "engaged" with the products. Users could choose between different kinds of products and test them out in order to know how they would look in a real-world context. In the VRE several Mood-Induction Procedures for inducing relaxation were included. The V...
In recent years, Corporate Social Responsibility (CSR) has gradually become a hot topic with the public’s increasing concern. In this study, authors briefly introduce some reviews and concepts of CSR, and then combine the idea of Game Theory and Matrix linear equations method to conduct an empirical analysis between enterprises with enterprises and enterprises with government. By analysis, we f...
In this paper we report the development of TWISTER [3][8] (Telexistence Wide-angle Immersive STEReoscope), which realize the concept of “Mutual Telexistence”. In contrast to conventional telexistence, where people in remote places can be appeared with a realistic sense of presence, in mutual telexistence, the figure of the observer him/herself can be displayed to remote users and all of the use...
The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the...
Product designers have a need to experience the environment where their product will be used. Such a sense of presence is conventionally achieved by hanging pictures and sketches on the wall or creating larger scale moodboards or collages of the intended audience or environment (Kolli, Stuyver, Hennessey, 1993). As the interaction and possibilities of products become more and more complex, desi...
This paper presents the preliminary results of a research project aimed at exploring the perceived sense of presence incorporated in diverse technologies used in Virtual Museums. It initially presents the selection criteria and the five museum websites involved in the analysis. Then, it describes the evaluation process, in which a group of subjects explored the museums’ on-line resources and co...
background: all women experience similar changes in the postpartum period, but some special factors make these experiences unique and sometimes cause stress and anxiety. understanding these experiences is essential for providing appropriate postpartum care. this study investigated the meaning and nature of mothers' experiences and their daily life in this period. methods: this is a qualitative ...
This article aims at showing that the meaning of ‘presence’ is closely linked to the concept we have of reality, in particular, to the ontology which we more or less explicitly adopt, and that different ontological positions generate different definitions of ‘presence’, ‘telepresence’ and ‘virtual presence’. This leads us to propose a ‘cultural’ concept of presence as a social construction, bas...
With the increase of computer game users, violent games have attracted attention because of their potential for effects on user behaviors. However, as most violent game studies have focused mainly on aggression, there are relatively few studies about the advertising effects in violent games. Based on the General Aggression Model (GAM), this study investigated whether sensory realism cues (blood...
Previous research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports on an experiment investigating the effect of latency on other metrics of VE effectiveness: physiological response, simulator sickness, and self-reported sense of presence. The VE used in the study includes two rooms: the first is normal and non-th...
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