2011
DOI: 10.5121/ijma.2011.3201
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Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments

Abstract: Historically the training of teams has been implemented using a face-to

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Cited by 7 publications
(2 citation statements)
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References 15 publications
(31 reference statements)
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“…80 to 95% [25] will experience some level of disturbance during or after exposure to VR, which tends to negatively affect the user experience [27], [28]. The severity of the adverse effects can be emphasized by numerous factors, such as technological (the type of display, the content watched, the task performed and the duration of the immersive experience [29]), and individual characteristics, such as age, gender, ethnicity, and education level, as defended by several authors [1], [2], [8], [16], [27], [30][31][32][33][34][35][36]. It is common to find "cybersickness" linked to "sense of presence" in literature, mainly due to the typically reported discomfort caused by VR equipment usage, contributing to decreasing the sense of presence.…”
Section: A Sense Of Presence and Cybersicknessmentioning
confidence: 99%
“…80 to 95% [25] will experience some level of disturbance during or after exposure to VR, which tends to negatively affect the user experience [27], [28]. The severity of the adverse effects can be emphasized by numerous factors, such as technological (the type of display, the content watched, the task performed and the duration of the immersive experience [29]), and individual characteristics, such as age, gender, ethnicity, and education level, as defended by several authors [1], [2], [8], [16], [27], [30][31][32][33][34][35][36]. It is common to find "cybersickness" linked to "sense of presence" in literature, mainly due to the typically reported discomfort caused by VR equipment usage, contributing to decreasing the sense of presence.…”
Section: A Sense Of Presence and Cybersicknessmentioning
confidence: 99%
“…Several studies have been performed in MUVE settings to understand the effects of games on collaboration, presence levels, team building, and teamwork (Bluemink, Hämäläinen, Manninen, & Järvelä, 2010;de Leo, Goodman, Radici, Secrhist, & Mastaglio, 2011;Ellis, Luther, Bessiere, & Kellogg, 2008;Roberts, Wolff, Otto, & Steed, 2003). Researchers have observed that increased sense of shared presence, social interaction and collaborative learning, and lower social anxiety are associated with such systems (Cook, 2009;Dede, Nelson, Ketelhut, Clarke, & Bowman, 2004).…”
Section: Collaborative Learningmentioning
confidence: 99%