Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Evaluating stereo and motion cues for visualizing information nets in three dimensions
ACM Transactions on Graphics (TOG)
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
Comparing CAVE, Wall, and Desktop Displays for Navigation and Wayfinding in Complex 3D Models
CGI '04 Proceedings of the Computer Graphics International
CAVE and Fishtank Virtual-Reality Displays: A Qualitative and Quantitative Comparison
IEEE Transactions on Visualization and Computer Graphics
The Effect of Visual and Interaction Fidelity on Spatial Cognition in Immersive Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
The factor structure of the presence questionnaire
Presence: Teleoperators and Virtual Environments
Comparison of two VR platforms for rehabilitation: video capture versus HMD
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Viability of virtual reality exposure therapy as a treatment alternative
Computers in Human Behavior
Building an economical VR system for CS education
Proceedings of the 13th annual conference on Innovation and technology in computer science education
IEEE Transactions on Visualization and Computer Graphics
Head-mounted display versus desktop for 3D navigation in virtual reality: a user study
Multimedia Tools and Applications
Comparison of the levels of presence and anxiety in an acrophobic environment viewed via hmd or cave
Presence: Teleoperators and Virtual Environments
Computer Methods and Programs in Biomedicine
Computer Methods and Programs in Biomedicine
Computer Methods and Programs in Biomedicine
Computer Methods and Programs in Biomedicine
Development of virtual reality proprioceptive rehabilitation system for stroke patients
Computer Methods and Programs in Biomedicine
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The goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system)x2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks.