VR or non-VR?: investigating influence of the virtual environment medium on persuasive gamification outcomes.
Nataliya ShevchukHarri Oinas-KukkonenPublished in: Mindtrek (2020)
Keyphrases
- virtual environment
- virtual reality
- virtual characters
- serious games
- haptic device
- virtual world
- computer graphics
- multi user
- virtual training
- physical environment
- haptic interaction
- virtual space
- role play
- augmented reality
- collision detection
- virtual agents
- interaction model
- virtual humans
- user experience
- social networks
- learning processes
- computer vision