2018
DOI: 10.1038/s41598-018-24453-5
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Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study

Abstract: Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence – a feeling of ‘being there’ in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the… Show more

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Cited by 28 publications
(23 citation statements)
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References 59 publications
(78 reference statements)
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“…The efficacy of VR apps is often attributed to the distraction created by the immersive environment, which creates an illusion of presence in the virtual world [ 13 ] and therefore reduces the user’s cognitive resources to attend to distressing stimuli. Distraction in VR may be achieved in two ways: passive and active [ 14 ].…”
Section: Introductionmentioning
confidence: 99%
“…The efficacy of VR apps is often attributed to the distraction created by the immersive environment, which creates an illusion of presence in the virtual world [ 13 ] and therefore reduces the user’s cognitive resources to attend to distressing stimuli. Distraction in VR may be achieved in two ways: passive and active [ 14 ].…”
Section: Introductionmentioning
confidence: 99%
“…VR technology offers an attractive opportunity for high-level sensory experience also proved that its useful as it has a wide range from the interest of an enthusiast or hobbyist, eager student till a technology expert. It has been used for a variety of purposes such as [2] travel, education, entertainment, industrial applications, medical use, and consumer retail also. The travel industry has been using the VR technology for tourist attraction purposes [3].…”
Section: Introductionmentioning
confidence: 99%
“…The value of using virtual reality (VR) for education was dismissed in the 1950s before gaining popularity in the following decades (Rosen, 2008). Progress allowed the use of VR for many applications, from entertainment to treatment of mental health disorders to health care education (Lorenz et al, 2018). Thirty years ago, the first VR simulator appeared within the field of health care education (Rosen, 2008).…”
mentioning
confidence: 99%