Conference paper Open Access

Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives

Maria Christofi; Evangelia Baka; Kalliopi Evangelia Stavroulia; Despina Michael-Grigoriou; Andreas Lanitis; Nadia Magnenat Thalmann

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  <identifier identifierType="DOI">10.5281/zenodo.2669117</identifier>
      <creatorName>Maria Christofi</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="">0000-0002-0948-5089</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus</affiliation>
      <creatorName>Evangelia Baka</creatorName>
      <affiliation>University of Geneva, Switzerland</affiliation>
      <creatorName>Kalliopi Evangelia Stavroulia</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="">0000-0002-7326-8767</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus</affiliation>
      <creatorName>Despina Michael-Grigoriou</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="">0000-0003-0824-7684</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus</affiliation>
      <creatorName>Andreas Lanitis</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="">0000-0001-6841-8065</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus</affiliation>
      <creatorName>Nadia Magnenat Thalmann</creatorName>
      <affiliation>University of Geneva, Switzerland</affiliation>
    <title>Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives</title>
    <subject>Virtual reality</subject>
    <subject>Virtual worlds training simulations</subject>
    <date dateType="Issued">2018-12-31</date>
  <resourceType resourceTypeGeneral="Text">Conference paper</resourceType>
    <alternateIdentifier alternateIdentifierType="url"></alternateIdentifier>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsVersionOf">10.5281/zenodo.2669116</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf"></relatedIdentifier>
  <version>Accepted pre-print</version>
    <rights rightsURI="">Creative Commons Attribution Non Commercial No Derivatives 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
    <description descriptionType="Abstract">&lt;p&gt;This paper studies the aspect of presence in a Virtual Reality (VR) environment that can be used for training purposes in the education sector and more specifically for teacher training and professional development. During the VR experience trainees&lt;br&gt;
had the chance to view the world from different perspectives through the eyes of different characters appearing in the scene.&lt;br&gt;
The experimental evaluation conducted aims to examine the effect of viewing the experience from different perspectives and&lt;br&gt;
viewpoints in relation to the overall user experience and the level of presence achieved. To accomplish these objectives an&lt;br&gt;
experiment was performed investigating presence and the correlation between presence and different viewpoints/perspectives.&lt;br&gt;
To measure presence a combination of methods were used including two different questionnaires, the use of an eeg device,&lt;br&gt;
EMOTIV EPOC+ and the analysis of heart rates. The results indicate that high levels of presence were recorded and that&lt;br&gt;
increased levels of presence are associated with viewing the VE from a student rather than a teacher perspective.&lt;/p&gt;</description>
    <description descriptionType="Other">This work has been partly supported by the project that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 739578 (RISE – Call: H2020-WIDESPREAD-01-2016-2017-TeamingPhase2)  and the Government of the Republic of Cyprus through the Directorate General for European Programmes, Coordination and Development.

DOI 10.2312/egve.20181329, Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives, Christofi, M., Baka, E., Stavroulia, K.E., Michael-Grigoriou, D., Lanitis, A. &amp;amp; Magnenat-Thalmann, ICAT-EGVE 2018 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, Sue, 2018, pages 163-170, Copyright ©2018 The Eurographics Association, The Eurographics Association.</description>
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      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/501100000780</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/692058/">692058</awardNumber>
      <awardTitle>Network for sOcial compuTing REsearch (NOTRE)</awardTitle>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/501100000780</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/739578/">739578</awardNumber>
      <awardTitle>Research Center on Interactive Media, Smart System and Emerging Technologies</awardTitle>
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