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2. VR-assisted inquiry-based learning to promote students' science learning achievements, sense of presence, and global perspectives.

3. Felt presence and its determinants in young adults: results from three independent samples.

4. How are the sense of presence and learning outcomes being investigated when using virtual reality? A 24 years systematic literature review.

5. Spread the Word: Secondary Crisis Communication of Unethical Destination Incidents via Social Media.

6. The Role of Virtual Reality in Tourism Marketing: Virtual Destination Image Formation and Behavioral Intentions.

7. A reflective cycle-based virtual reality approach to promoting students' learning achievement, sense of presence, and higher-order thinking in professional training.

8. An exploratory study on practising listening comprehension skills in high‐immersion virtual reality.

9. The impact of sound and immersive experience on learners when using virtual reality and tablet: A mixed‐method study.

10. 面向城市薄弱校的专递课堂模式 构建及应用研究 ——基于支架式教学策略的视角.

11. When Virtual Reality meets destination marketing: The mediating role of presences between vividness and user responses.

12. The effect of virtual tourism experience on tourist responses: the lens from cognitive appraisal theory.

13. Examining Turkish travellers' non-immersive virtual heritage tour experiences through stimulus–organism–response model.

14. The Relationship between Sense of Presence, Emotional Response, and Clinical Outcomes in Virtual Reality-Based Therapy for Treatment-Resistant Schizophrenia: An Exploratory Correlational Study.

15. Felt presence and its determinants in young adults: results from three independent samples

16. Introduction

18. The Effect of Exposure to VR <italic>vs.</italic> 2D Virtual Environments on Restorativeness: The Mediating Role of the Sense of Presence.

19. Design, development, and evaluation of educational virtual reality environment: EVRECA.

20. Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load.

21. Theater practice and interpersonal synchronization behaviors: a pilot study comparing actors and non-actors.

22. An experimental study on reading in high‐immersion virtual reality.

23. Tarih Öğretimine Yönelik Sanal Gerçeklik Uygulamasının Geliştirilmesi ve Değerlendirilmesi.

24. Exploring an Extended Conception of Grief: Sense of Presence and Grief Reactions in German Widows.

25. 元宇宙背景下服装场景特性对购买意愿的影响研究 ———基于感知价值与临场感的中介效应.

26. The Use of Sense of Presence in Studies on Human Behavior in Virtual Environments: A Systematic Review.

27. Virtual Reality as Anxiety Management Tool.

28. The application of Metaverse XiRang game in the mixed teaching of art and Design in Colleges and Universities.

29. Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load

30. Theater practice and interpersonal synchronization behaviors: a pilot study comparing actors and non-actors

31. Using Extended Reality to Study the Experience of Presence

32. Investigating the Use of Machine Learning Methods for Levels of Sense of Presence Classification Based on Eye Tracking Data

33. Emotions and 'Sense of Presence' in the Psycho-Verse: Psychological Support for Breast Cancer Survivors in the Metaverse

35. Virtual Reality as Anxiety Management Tool

36. The effect of Surround sound on embodiment and sense of presence in cinematic experience: a behavioral and HD-EEG study.

37. Sensed Presence, Attenuated Psychosis, and Transliminality: At the Threshold of Consciousness.

38. When TikTok meets celebrity: an investigation of how celebrity attachment influences visit intention.

41. Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence

42. The effect of Surround sound on embodiment and sense of presence in cinematic experience: a behavioral and HD-EEG study

43. 360º AUDIOVISUAL JOURNALISM: a study on user perceptions of sense of presence and credibility.

44. 36‐1: 360‐degree Transparent Light Field Display with Highly‐Directional Holographic Screens for Fully Volumetric 3D Video Experience.

45. Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort.

46. Exploring Gamification for Live-Streaming Shopping—Influence of Reward, Competition, Presence and Immersion on Purchase Intention

47. The Sense of 'Being There' in Higher Indonesian Distance Learning : Students’ Perspectives

48. Facilitated Tabletop Games in a Mediated Environment

49. Is It Real? – Learners’ Perceptions on Tele-Immersive 3D Video Technology and Its Further Use in K-12 Education

50. Sense of Presence in VR Mobile Application

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