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How responsiveness, group membership and gender affect the feeling of presence in immersive virtual environments populated with virtual crowds.

Marios KyriakouYiorgos Chrysanthou
Published in: MIG (2018)
Keyphrases
  • 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