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DC poleHodnotaJazyk
dc.contributor.authorGenz, Fabio
dc.contributor.authorDreer, Fabian
dc.contributor.authorKrötz, Florian
dc.contributor.authorD’Amelio, Marco
dc.contributor.authorKranzlmüller, Dieter
dc.contributor.editorSkala, Václav
dc.date.accessioned2024-07-28T18:36:01Z-
dc.date.available2024-07-28T18:36:01Z-
dc.date.issued2024
dc.identifier.citationWSCG 2024: full papers proceedings: 32. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 177-186.en
dc.identifier.issn2464–4625 (online)
dc.identifier.issn2464–4617 (print)
dc.identifier.urihttp://hdl.handle.net/11025/57390
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectvirtuální realitacs
dc.subjectpřítomnostcs
dc.subjectkonzumace alkoholucs
dc.subjectinterakce člověk-počítačcs
dc.subjecthrycs
dc.titleMeasuring the Influence of Alcohol Consumption on Presence in Virtual Realitycs_CZ
dc.titleMeasuring the Influence of Alcohol Consumption on Presence in Virtual Realityen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedWe examine the influence of alcohol consumption on presence in Virtual Reality (VR) with both subjective and ob jective data. To measure the level of presence in VR we propose a method using four self-developed indicators, two subjective (Flow, Subjective Behaviour) and two objective ones (Objective Behaviour, Performance). To assess the validity of our method, we conducted a user study (n = 20). Although results show no significant correlations, we reveal two potential research gaps regarding the general threshold for measurable effects of alcohol consumption in VR and eventual gender differences. Besides the two research gaps, we show three further approaches for future work.en
dc.subject.translatedvirtual realityen
dc.subject.translatedpresenceen
dc.subject.translatedalcohol consumptionen
dc.subject.translatedhuman-computer-interactionen
dc.subject.translatedgamesen
dc.identifier.doihttps://doi.org/10.24132/10.24132/CSRN.3401.19
dc.type.statusPeer revieweden
Vyskytuje se v kolekcích:WSCG 2024: Full Papers Proceedings

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