Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
The oculus rift as a portal for pres...
~
Day, Thomas William Murphy.
Linked to FindBook
Google Book
Amazon
博客來
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
Record Type:
Electronic resources : Monograph/item
Title/Author:
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre./
Author:
Day, Thomas William Murphy.
Description:
41 p.
Notes:
Source: Masters Abstracts International, Volume: 55-01.
Contained By:
Masters Abstracts International55-01(E).
Subject:
Multimedia communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1596224
ISBN:
9781321964141
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
Day, Thomas William Murphy.
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
- 41 p.
Source: Masters Abstracts International, Volume: 55-01.
Thesis (M.A.)--Michigan State University, 2015.
Virtual reality (VR) and presence research has historically been conducted using large laboratory equipment. With the affordance of new technology, like the Oculus Rift, we can begin to delve into the world of consumer based VR interactions. The majority of consumers purchasing the Oculus Rift are interested in playing video games and one popular genre is horror. In addition, both males and females enjoy video games and VR yet there are still unanswered questions regarding sex differences and presence with these technologies. This study examined the impact of technological advancement (VR headset: Oculus Rift vs. traditional compute monitor), sex differences (males vs. females), and their interaction on spatial presence and fright reaction (self-reported measure as well as observable fear behaviors) while playing the horror game, Alien: Isolation. It was found that males and females did not differ statistically on spatial presence, self-reporting of fear, and observable fear responses. Technological advancement increased feelings of spatial presence. In addition, spatial presence was found to mediate the relationship between technology advancement and fear response (self-reported and observable fear behaviors).
ISBN: 9781321964141Subjects--Topical Terms:
590562
Multimedia communications.
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
LDR
:02145nmm a2200289 4500
001
2071714
005
20160719071700.5
008
170521s2015 ||||||||||||||||| ||eng d
020
$a
9781321964141
035
$a
(MiAaPQ)AAI1596224
035
$a
AAI1596224
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Day, Thomas William Murphy.
$3
3186869
245
1 4
$a
The oculus rift as a portal for presence: The effects of technology advancement and sex differences in the horror video game genre.
300
$a
41 p.
500
$a
Source: Masters Abstracts International, Volume: 55-01.
500
$a
Adviser: Wei Peng.
502
$a
Thesis (M.A.)--Michigan State University, 2015.
520
$a
Virtual reality (VR) and presence research has historically been conducted using large laboratory equipment. With the affordance of new technology, like the Oculus Rift, we can begin to delve into the world of consumer based VR interactions. The majority of consumers purchasing the Oculus Rift are interested in playing video games and one popular genre is horror. In addition, both males and females enjoy video games and VR yet there are still unanswered questions regarding sex differences and presence with these technologies. This study examined the impact of technological advancement (VR headset: Oculus Rift vs. traditional compute monitor), sex differences (males vs. females), and their interaction on spatial presence and fright reaction (self-reported measure as well as observable fear behaviors) while playing the horror game, Alien: Isolation. It was found that males and females did not differ statistically on spatial presence, self-reporting of fear, and observable fear responses. Technological advancement increased feelings of spatial presence. In addition, spatial presence was found to mediate the relationship between technology advancement and fear response (self-reported and observable fear behaviors).
590
$a
School code: 0128.
650
4
$a
Multimedia communications.
$3
590562
650
4
$a
Communication.
$3
524709
650
4
$a
Technical communication.
$3
3172863
690
$a
0558
690
$a
0459
690
$a
0643
710
2
$a
Michigan State University.
$b
Media and Information.
$3
3186870
773
0
$t
Masters Abstracts International
$g
55-01(E).
790
$a
0128
791
$a
M.A.
792
$a
2015
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1596224
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9304582
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login