2020
DOI: 10.1016/j.cag.2020.08.003
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The effects of transition style for collaborative view sharing in immersive Virtual Reality

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Cited by 6 publications
(7 citation statements)
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“…In a collaborative car design environment, Coburn et al (2020) experimented with four moving methods: teleport, fade, fly, and manual. (Translation and rotation automatically place users in a predetermined location.)…”
Section: Cybersickness and Working In Vrmentioning
confidence: 99%
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“…In a collaborative car design environment, Coburn et al (2020) experimented with four moving methods: teleport, fade, fly, and manual. (Translation and rotation automatically place users in a predetermined location.)…”
Section: Cybersickness and Working In Vrmentioning
confidence: 99%
“…In their experiment, teleporting was the worst mode because of disorientation. Coburn et al (2020) advocate multiple transition styles (locomotion) for users. We can hypothesize that users in a VR application for office-like tasks will be sitting (Zielasko et al 2017;Zielasko and Riecke 2021).…”
Section: Cybersickness and Working In Vrmentioning
confidence: 99%
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“…This means that the communicative activity of the participants in the educational process is an essential part and an important condition for the realization of its social goals. The interaction of participants in the learning process takes place in the educational space, which is "...a kind of space that encompasses a person and the environment during their interaction, the result of which is an augment of the learner's individual culture " [1][2][3][4][5][6][7][8][9][10][11]. This interaction does not arise by chance, but it "... is born in the process of interaction of the subject with the cultural environment due to specially organized activities " [6].…”
Section: Introductionmentioning
confidence: 99%
“…From the perspective of compensation theory [3], gamification, performance, gamification, trolling, and flaming are the means of simplifying the increasingly complex social structure of life. The social consequence of this kind of games can become a demand, for example, for trolling without undesirable social consequences in conditions of anonymity.…”
Section: Introductionmentioning
confidence: 99%