most citedImpact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming

1 citations · 1 across the 2 of their papers we have counts for

collaborators

5 papers

cs.MM2020

QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)

Andrew Perkis, Christian Timmerer, Sabina Baraković +41

With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging fr…

cs.HC20201 cited

Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming

Robert Greinacher, Tanja Kojić, Luis Meier +3

Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to imp…

cs.MM2020

User Experience of Reading in Virtual Reality -- Finding Values for Text Distance, Size and Contrast

Tanja Kojić, Danish Ali, Robert Greinacher +2

Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that re…

cs.MM2020

Comparing emotional states induced by 360 videos via head-mounted display and computer screen

Jan-Niklas Voigt-Antons, Eero Lehtonen, Andres Pinilla Palacios +3

In recent years 360 videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are availa…

cs.MM2020

Development and Validation of Pictographic Scales for Rapid Assessment of Affective States in Virtual Reality

Christian Krüger, Tanja Kojić, Luis Meier +2

This paper describes the development and validation of a continuous pictographic scale for self-reported assessment of affective states in virtual environments. The developed tool,…