2669117
doi
10.5281/zenodo.2669117
oai:zenodo.org:2669117
user-rise-teaming-cyprus
user-eu
Evangelia Baka
University of Geneva, Switzerland
Kalliopi Evangelia Stavroulia
Cyprus University of Technology, Cyprus
Despina Michael-Grigoriou
Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus
Andreas Lanitis
Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus
Nadia Magnenat Thalmann
University of Geneva, Switzerland
Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives
Maria Christofi
Cyprus University of Technology, Cyprus
info:eu-repo/semantics/openAccess
Creative Commons Attribution Non Commercial No Derivatives 4.0 International
https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode
Virtual reality
Virtual worlds training simulations
<p>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<br>
had the chance to view the world from different perspectives through the eyes of different characters appearing in the scene.<br>
The experimental evaluation conducted aims to examine the effect of viewing the experience from different perspectives and<br>
viewpoints in relation to the overall user experience and the level of presence achieved. To accomplish these objectives an<br>
experiment was performed investigating presence and the correlation between presence and different viewpoints/perspectives.<br>
To measure presence a combination of methods were used including two different questionnaires, the use of an eeg device,<br>
EMOTIV EPOC+ and the analysis of heart rates. The results indicate that high levels of presence were recorded and that<br>
increased levels of presence are associated with viewing the VE from a student rather than a teacher perspective.</p>
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. & 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.
The Eurographics Association
2018-12-31
info:eu-repo/semantics/conferencePaper
2669116
user-rise-teaming-cyprus
user-eu
Accepted pre-print
award_title=Network for sOcial compuTing REsearch (NOTRE); award_number=692058; award_identifiers_scheme=url; award_identifiers_identifier=https://cordis.europa.eu/projects/692058; funder_id=00k4n6c32; funder_name=European Commission;
award_title=Research Center on Interactive Media, Smart System and Emerging Technologies; award_number=739578; award_identifiers_scheme=url; award_identifiers_identifier=https://cordis.europa.eu/projects/739578; funder_id=00k4n6c32; funder_name=European Commission;
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4261523
md5:bb4e38c70f95603109431ed906acc87b
https://zenodo.org/records/2669117/files/2018_ICATEGVE_DrugsSchoolsLevelsOfPresense_asSubmitted.pdf
public
10.5281/zenodo.2669116
isVersionOf
doi
ICAT-EGVE 2018 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
978-3-03868-058-1
163-170
Postfach 2926, 38629 Goslar, Germany
2018-12-31