Abstract:In recent years, the Internet has become embedded into the purchasing decision of consumers. The purpose of this paper is to study whether the Internet behavior of users correlates with their actual behavior in computer games market. Rather than proposing the most accurate model for computer game sales, we aim to investigate to what extent web search query data can be exploited to nowcast (contraction of “now” and “forecasting” referring to techniques used to make short-term forecasts) (predict the present sta… Show more
“…The motivation behind our hypothesis that the active exposure scenarios should be superior to passive scenarios comes from the rapidly developing literature on human-computer-interaction and virtual reality. Virtual reality is a 3D computer generated environment that is explored and interacted with [21,22]. In this setting, the person feels immersed in the virtual world such that she becomes a part of this world.…”
Section: Motivation: Active Vs Passive Vret Scenariosmentioning
Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias. This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants. We focus on eliciting social anxiety and creating the sense of presence as two parameters enhancing the efficacy of VRET scenarios.
“…The motivation behind our hypothesis that the active exposure scenarios should be superior to passive scenarios comes from the rapidly developing literature on human-computer-interaction and virtual reality. Virtual reality is a 3D computer generated environment that is explored and interacted with [21,22]. In this setting, the person feels immersed in the virtual world such that she becomes a part of this world.…”
Section: Motivation: Active Vs Passive Vret Scenariosmentioning
Social phobia is an anxiety disorder that results in an excessive and unreasonable fear of social situations. As a safe and controlled tool, Virtual Reality Exposure Therapy (VRET) has been used to treat anxiety disorders and phobias. This paper aims to study whether VRET with active scenarios can challenge a person more than passive scenarios. By comparing participants who were exposed to active and passive scenarios in VRET, we show that active scenarios are more effective than passive scenarios to elicit social anxiety in healthy participants. We focus on eliciting social anxiety and creating the sense of presence as two parameters enhancing the efficacy of VRET scenarios.
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