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dc.contributor.author김광욱-
dc.date.accessioned2018-03-22T08:15:45Z-
dc.date.available2018-03-22T08:15:45Z-
dc.date.issued2014-03-
dc.identifier.citationComputer methods and programs in biomedicine,v.113,no.3 2014년, pp.882 - 893en_US
dc.identifier.issn0169-2607-
dc.identifier.issn1872-7565-
dc.identifier.urihttps://www.sciencedirect.com/science/article/pii/S0169260713004148?via%3Dihub-
dc.identifier.urihttp://hdl.handle.net/20.500.11754/50794-
dc.description.abstractThe goal of the current study was to investigate the effects of different virtual environment (VE) technologies (i.e., desktop, head mounted display, or fully immersive platforms) on emotional arousal and task performance. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three VE systems from desktop to high-end fully immersive systems. The experiment was a 3 (desktop system, head mounted display, and six wall system) x 2 (high- and low-stressful VE) within subject design, with self-reported emotional arousal and valence, skin conductance, task performance, presence, and simulator sickness examined as dependent variables. Replicating previous studies, the fully immersive system induced the highest sense of presence and the head mounted display system elicited the highest amount of simulator sickness. Extending previous studies, the results demonstrated that VE platforms were associated with different patterns in emotional responses and task performance. Our findings suggest that different VE systems may be appropriate for different scientific purposes when studying stress reactivity using emotionally evocative tasks. (c) 2014 Elsevier Ireland Ltd. All rights reserved.en_US
dc.description.sponsorshipWe are grateful to Billy Dwight and Holton Thompson who helped with data collection and graphic design. K. Kim was supported by the research fund of Hanyang University (HY2013).en_US
dc.language.isoenen_US
dc.publisherElsevier Science B.V., Amsterdam.en_US
dc.subjectHuman-computer interactionen_US
dc.subjectEmotionen_US
dc.subjectVirtual environmentsen_US
dc.subjectPsychophysiologyen_US
dc.subjectStressen_US
dc.subjectPsychotherapyen_US
dc.titleEffects of virtual environment platforms on emotional responsesen_US
dc.typeArticleen_US
dc.relation.volume113-
dc.identifier.doi10.1016/j.cmpb.2013.12.024-
dc.relation.page882-893-
dc.relation.journalCOMPUTER METHODS AND PROGRAMS IN BIOMEDICINE-
dc.contributor.googleauthorKim, Kwang-uk-
dc.contributor.googleauthorRosenthal, M. Zachary-
dc.contributor.googleauthorZielinski, David J.-
dc.contributor.googleauthorBrady, Rachael-
dc.relation.code2014027750-
dc.sector.campusS-
dc.sector.daehakCOLLEGE OF ENGINEERING[S]-
dc.sector.departmentDEPARTMENT OF COMPUTER SCIENCE-
dc.identifier.pidkenny-
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COLLEGE OF ENGINEERING[S](공과대학) > COMPUTER SCIENCE(컴퓨터소프트웨어학부) > Articles
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