2020
DOI: 10.1080/19427867.2020.1745358
|View full text |Cite
|
Sign up to set email alerts
|

Cycling in virtual reality: modelling behaviour in an immersive environment

Abstract: Nowadays, immersive technologies are gaining popularity as a research tool in transport as they allow for a more dynamic approach to the exploration of road users' behaviour providing at the same time full control over interventions. Nevertheless, their ecological validity is still to be established and therefore their use in the mathematical modelling of human behaviour in a transport setting has been scarce. In the present study, we aim to fill this gap by conducting a comparative study of cycling behaviour … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
3
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
1
1

Relationship

0
9

Authors

Journals

citations
Cited by 12 publications
(11 citation statements)
references
References 73 publications
0
3
0
Order By: Relevance
“…Wang et al (2020) proposed a framework for creating immersive VR exergames, focusing on designing and implementing object-oriented applications for various exercise settings. Bogacz et al (2021) compared the behavior of individuals in nonimmersive and immersive cycling environments and used electroencephalography recordings to capture neural activity during task performance. The results suggest that immersive environments may increase levels of task engagement.…”
Section: Resultsmentioning
confidence: 99%
“…Wang et al (2020) proposed a framework for creating immersive VR exergames, focusing on designing and implementing object-oriented applications for various exercise settings. Bogacz et al (2021) compared the behavior of individuals in nonimmersive and immersive cycling environments and used electroencephalography recordings to capture neural activity during task performance. The results suggest that immersive environments may increase levels of task engagement.…”
Section: Resultsmentioning
confidence: 99%
“…Looxid Link [40] EMOTIV EPOC+ [34,59,66] NeuroSky MindWave [23,45,71] MUSE [26] MyndPlay BrainBand XL [56] n/a [89] EMOTIV EPOC+ [34,59,66…”
Section: Eeg Equipmentmentioning
confidence: 99%
“…HTC Vive HTC Vive Pro [39][40][41][42][43][44][45][46] HTC Vive Focus [47][48][49] Oculus Rift DK2 [50][51][52][53][54][55][56][57] Oculus Rift [58][59][60][61][62][63] Oculus Rift S [64] Oculus [65,66] Oculus Go [67] nVisor SX60 [68][69][70] 3DVR [71] HTC Vive/Samsung Odyssey [72] MIUI PLAY2 [73] Silicon Micro Display ST1080-10V1 [74] VIVE-P130 [75] ACER WMR [76] n/a [77][78][79][80][81] AR Hololens [82,83] 8…”
mentioning
confidence: 99%
“…Immersive technologies in education are quite actively studied by a variety of scientific methodological studies. In particular, due to the formation of behavioral inferences a significant increase in the level of engagement during immersion in a virtual learning system is noted (Bogacz et al, 2021).…”
Section: General Backgroundmentioning
confidence: 99%