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How responsiveness, group membership and gender affect the feeling of presence in immersive virtual environments populated with virtual crowds.
Marios Kyriakou
Yiorgos Chrysanthou
Published in:
MIG (2018)
Keyphrases
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immersive virtual environments
group membership
synthetic characters
virtual environment
individual differences
case study
virtual reality
video games
virtual world
learning systems
computer games
record linkage