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A study on the effective interaction method to improve the presence in social virtual reality game

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dc.contributor.authorOh, S.H.-
dc.contributor.authorWhangbo, T.K.-
dc.date.available2020-02-27T12:43:20Z-
dc.date.created2020-02-12-
dc.date.issued2018-
dc.identifier.issn0000-0000-
dc.identifier.urihttps://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/4344-
dc.description.abstractIn this study, an effective interaction method for the elements that may maximize inter-user presence in social VR game that plays a role of social relation extension space is intended to be suggested. Relevant research on presence, immersion, interaction, social VR game required for this method including particularly effective player movement based on function of controller and HMD that is a system of connecting reality with virtual environment, haptic and correlation with audio will be progressed. © 2017 IEEE.-
dc.language영어-
dc.language.isoen-
dc.publisherInstitute of Electrical and Electronics Engineers Inc.-
dc.relation.isPartOfProceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017-
dc.subjectComputer science-
dc.subjectComputers-
dc.subjectHuman computer interaction-
dc.subjectEffective interactions-
dc.subjectExtension spaces-
dc.subjectInteraction-
dc.subjectMovement-based-
dc.subjectPresence-
dc.subjectSocial relations-
dc.subjectUser experience-
dc.subjectVR games-
dc.subjectVirtual reality-
dc.titleA study on the effective interaction method to improve the presence in social virtual reality game-
dc.typeArticle-
dc.type.rimsART-
dc.description.journalClass1-
dc.identifier.doi10.1109/CAIPT.2017.8320715-
dc.identifier.bibliographicCitationProceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017, v.2018-January, pp.1 - 2-
dc.identifier.scopusid2-s2.0-85048196728-
dc.citation.endPage2-
dc.citation.startPage1-
dc.citation.titleProceedings of the 2017 4th International Conference on Computer Applications and Information Processing Technology, CAIPT 2017-
dc.citation.volume2018-January-
dc.contributor.affiliatedAuthorOh, S.H.-
dc.contributor.affiliatedAuthorWhangbo, T.K.-
dc.type.docTypeConference Paper-
dc.subject.keywordAuthorHCI-
dc.subject.keywordAuthorInteraction-
dc.subject.keywordAuthorPresence-
dc.subject.keywordAuthorSocial VR game-
dc.subject.keywordAuthorUser Experience-
dc.subject.keywordAuthorVirtual Reality-
dc.subject.keywordPlusComputer science-
dc.subject.keywordPlusComputers-
dc.subject.keywordPlusHuman computer interaction-
dc.subject.keywordPlusEffective interactions-
dc.subject.keywordPlusExtension spaces-
dc.subject.keywordPlusInteraction-
dc.subject.keywordPlusMovement-based-
dc.subject.keywordPlusPresence-
dc.subject.keywordPlusSocial relations-
dc.subject.keywordPlusUser experience-
dc.subject.keywordPlusVR games-
dc.subject.keywordPlusVirtual reality-
dc.description.journalRegisteredClassscopus-
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College of IT Convergence (컴퓨터공학부(컴퓨터공학전공))
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