Narrative and gaming experience interact to affect presence and cybersickness in virtual reality.
Séamas WeechSophie KennyMarkus LenizkyMichael Barnett-CowanPublished in: Int. J. Hum. Comput. Stud. (2020)
Keyphrases
- virtual reality
- virtual environment
- computer graphics
- three dimensional
- virtual world
- computer animation
- augmented reality
- photorealistic
- serious games
- multi user
- interactive virtual
- virtual humans
- game players
- computer interface
- image processing
- game play
- computer games
- virtual laboratory
- signal processing
- collaborative virtual environments
- virtual museum