Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game
By Ryan P. McMahan, Doug A. Bowman, David J. Zielinski, R. Brady. IEEE Transactions on Visualization and Computer Graphics, 2012
399 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/4cacef8b6658ef406c2224b65ddebef565e99909
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
In Computer Vision and Pattern Recognition
In Human-Computer Interaction
- Richard Skarbez
- Luca Chittaro
- Fabio Buttussi
- Mary C. Whitton
- Frederick P. Brooks, Jr.
- Guido Makransky
Citations in the corpus
- A Survey of Presence and Related Concepts (2017, methodology): “In addition, the Game Engagement Questionnaire (GEQ) of Brockmyer et al. is an instrument specifically designed to measure the level of involvement/engagement in video games [28], although it has been adapted and used in the study of virtual environments as well [85].”
- Effects of Different Types of Virtual Reality Display on Presence and Learning in a Safety Training Scenario (2018, methodology): “Display and interaction fidelity in a FPS game were studied independently in [8]: users tried a CAVE (high display) with a 6-DOF wand (high input), a single screen (low display) with mouse and keyboard (low input), a low display and high input condition, a low input and high display condition.”