Impact of Immersive Technology Applied in Computer Graphics Learning
暂无分享,去创建一个
[1] Holger Regenbrecht,et al. The Experience of Presence: Factor Analytic Insights , 2001, Presence: Teleoperators & Virtual Environments.
[2] Richard E. Mayer,et al. Five facets of social presence in online distance education , 2012, Comput. Hum. Behav..
[3] Chun-Yen Chang,et al. A cost-effective interactive 3D virtual reality system applied to military live firing training , 2016, Virtual Reality.
[4] Max M. North. Distance learning immersive environments: Sense of presence exploration , 2014, J. Vis. Lang. Comput..
[5] Yvonne de Kort,et al. Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality , 2006, PRESENCE: Teleoperators and Virtual Environments.
[6] M. Lombard,et al. Measuring Presence: The Temple Presence Inventory , 2009 .
[7] Mehmet Barış Horzum. Interaction, Structure, Social Presence, and Satisfaction in Online Learning , 2017 .
[8] Maria V. Sanchez-Vives,et al. From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.
[9] Yifei Wang,et al. VILLAGE - Virtual Immersive Language Learning and Gaming Environment: Immersion and presence , 2017, Br. J. Educ. Technol..
[10] Karen J. Reynolds,et al. Virtual reality for medical training: the state-of-the-art , 2015, J. Simulation.
[11] Ton Koenraad,et al. Verbal interaction in Second Life: towards a pedagogic framework for task design , 2011 .
[12] Chih-Hsiung Tu,et al. The Measurement of Social Presence in an Online Learning Environment , 2002 .
[13] Dan MacIsaac. Google Cardboard: A virtual reality headset for $10? , 2015 .
[14] S. A. Becker,et al. NMC Horizon Report: 2016 Higher Education Edition , 2015 .
[15] Mel Slater,et al. Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire , 1999, Presence.
[16] C. Tu,et al. The Relationship of Social Presence and Interaction in Online Classes , 2002 .
[17] Holger Regenbrecht,et al. Beyond the Looking Glass: Fooling the Brain with the Augmented Mirror Box , 2011, PRESENCE: Teleoperators and Virtual Environments.