Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?
暂无分享,去创建一个
[1] NahFiona Fui-Hoon,et al. Flow in gaming , 2014 .
[2] Stephen H. Fairclough,et al. Use of auditory event-related potentials to measure immersion during a computer game , 2015, Int. J. Hum. Comput. Stud..
[3] Dong-Hee Shin,et al. Do Users Experience Real Sociability Through Social TV? Analyzing Parasocial Behavior in Relation to Social TV , 2016 .
[4] Pedro F. Hernández-Ramos,et al. How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game? , 2016, Comput. Hum. Behav..
[5] S. Jin. “Toward Integrative Models of Flow”: Effects of Performance, Skill, Challenge, Playfulness, and Presence on Flow in Video Games , 2012 .
[6] Woodrow Barfield,et al. A Conceptual Model of the Sense of Presence in Virtual Environments , 1999, Presence: Teleoperators & Virtual Environments.
[7] D. A. Kenny,et al. The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations. , 1986, Journal of personality and social psychology.
[8] Paul A. Cairns,et al. Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..
[9] Tseng-Lung Huang,et al. A model of acceptance of augmented-reality interactive technology: the moderating role of cognitive innovativeness , 2014, Electronic Commerce Research.
[10] Dong-Hee Shin,et al. Defining sociability and social presence in Social TV , 2013, Comput. Hum. Behav..
[11] Dong-Hee Shin,et al. The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality , 2017, Telematics Informatics.
[12] Stefan G. Nicovich,et al. Experienced Presence within Computer-Mediated Communications: Initial Explorations on the Effects of Gender with Respect to Empathy and Immersion , 2006, J. Comput. Mediat. Commun..
[13] Bruno Trentini. Immersion as an embodied cognition shift: aesthetic experience and spatial situated cognition , 2015, Cognitive Processing.
[14] Ufuoma Akpojivi,et al. Mobile advertisements and information privacy perception amongst South African Generation Y students , 2015, Telematics Informatics.
[15] Ching-I Teng,et al. Customization, immersion satisfaction, and online gamer loyalty , 2010, Comput. Hum. Behav..
[16] Jodi Asbell-Clarke,et al. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..
[17] V. Sinha,et al. Event-related potential: An overview , 2009, Industrial psychiatry journal.
[18] Ryan P. McMahan,et al. Interaction Fidelity: The Uncanny Valley of Virtual Reality Interactions , 2016, HCI.
[19] Cheryl Campanella Bracken,et al. Presence and Image Quality: The Case of High-Definition Television , 2005 .
[20] ShinDong-Hee. The role of affordance in the experience of virtual reality learning , 2017 .
[21] Turo Uskali,et al. Virtual Reality Journalism , 2019, The International Encyclopedia of Journalism Studies.
[22] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[23] Anthony Faiola,et al. Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning , 2013, Comput. Hum. Behav..
[24] Sujay Prabhu,et al. The effect of an avatar's emotional expressions on players' fear reactions: The mediating role of embodiment , 2017, Comput. Hum. Behav..
[25] P. Bentler,et al. Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives , 1999 .
[26] Kim Willems,et al. Escaping the crowd: An experimental study on the impact of a Virtual Reality experience in a shopping mall , 2017, Comput. Hum. Behav..
[27] Bartholomäus Wissmath,et al. Immersion in Mediated Environments: The Role of Personality Traits , 2009, Cyberpsychology Behav. Soc. Netw..
[28] Vanessa M Brown,et al. Trait Empathy as a Predictor of Individual Differences in Perceived Loneliness , 2012, Psychological reports.
[29] Mel Slater,et al. The Sense of Embodiment in Virtual Reality , 2012, PRESENCE: Teleoperators and Virtual Environments.
[30] Timothy E. Goldsmith,et al. The Effect of Degree of Immersion upon Learning Performance in Virtual Reality Simulations for Medical Education , 2008, MMVR.
[31] Fiona Fui-Hoon Nah,et al. Flow in gaming: literature synthesis and framework development , 2014 .
[32] Rory McGloin,et al. Triple Whammy! Violent Games and Violent Controllers: Investigating the Use of Realistic Gun Controllers on Perceptions of Realism, Immersion, and Outcome Aggression , 2015 .
[33] Daniel Casasanto,et al. When Does Virtual Embodiment Change Our Minds? , 2016, PRESENCE: Teleoperators and Virtual Environments.
[34] Eric N. Wiebe,et al. Measuring engagement in video game-based environments: Investigation of the User Engagement Scale , 2014, Comput. Hum. Behav..
[35] Frank Biocca,et al. Exploring immersive experience in journalism , 2018, New Media Soc..
[36] Dong-Hee Shin,et al. Associations Between Game Use and Cognitive Empathy: A Cross-Generational Study , 2013, Cyberpsychology Behav. Soc. Netw..
[37] Wei Peng,et al. Effects of screen size, viewing angle, and players' immersion tendencies on game experience , 2012, Comput. Hum. Behav..
[38] Brenda Dervin,et al. Comparing situated sense-making processes in virtual worlds , 2012 .