The use of virtual reality (VR) to simulate confrontational human behaviour has significant potential for use in training, where the recreation of uncomfortable feelings may help users to prepare for challenging real-life situations. In this paper we present a user study (n=68) in which participants experienced simulated confrontational behaviour performed by a virtual character either in immersive VR, or on a 2D display. Participants reported a higher elevation in anxiety in VR, which correlated positively with a perceived sense of physical space. Character believability was influenced negatively by visual elements of the simulation, and positively by behavioural elements, which complements findings from previous work.We recommend the use ...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
The following thesis presents a method to compare the affective response of participants in two cond...
This thesis is concerned with interaction between people and virtual humans in the context of highly...
This paper presents the quantitative and qualitative findings from an experiment designed to evaluat...
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human ...
This manuscript presents the result of a series of studies intended to shed light on understanding t...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
This study examines attributes of virtual human behavior that may increase the plausibility of a sim...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
The following thesis presents a method to compare the affective response of participants in two cond...
This thesis is concerned with interaction between people and virtual humans in the context of highly...
This paper presents the quantitative and qualitative findings from an experiment designed to evaluat...
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human ...
This manuscript presents the result of a series of studies intended to shed light on understanding t...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
This study examines attributes of virtual human behavior that may increase the plausibility of a sim...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...
Virtual reality (VR) has made its way into mainstream psychological research in the last two decades...