Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/13001
DC FieldValueLanguage
dc.contributor.authorBaka, Evangelia-
dc.contributor.authorStavroulia, Kalliopi Evangelia-
dc.contributor.authorMagnenat-Thalmann, Nadia-
dc.contributor.authorLanitis, Andreas-
dc.date.accessioned2019-01-16T10:34:17Z-
dc.date.available2019-01-16T10:34:17Z-
dc.date.issued2018-06-
dc.identifier.citationComputer Graphics International, 2018, 11 - 14 June, Bintan, Indonesiaen_US
dc.identifier.urihttps://hdl.handle.net/20.500.14279/13001-
dc.description.abstractThe current study concerns the identification of possible differences in perception between the virtual and the real world in terms of the effect on brain activity. For this reason, an EEG device was used to capture participants' brain activity in different brain areas during their exposure to different virtual and real environments. The environments considered in this study portray a classroom environment with a scenario suitable for teacher training and professional development. The first aim of the experiment is to investigate if exposure to a virtual environment can affect motor, cognitive or other function of the users, and the second aim is to test if the graphics content and nature of such an environment can influence the user experience. During the study, the optimum duration of exposure in a virtual environment was also assessed by measuring the time that the brain needs to perceive and adapt to the new state. Our results, consisting of EEG data analyzed in 10 Regions of Interest (ROIs) and responses from an Igroup Presence questionnaire, indicated a significant difference in each brain area, especially in the frontal and occipital region, when a participant was exposed to a non-realistic virtual environment, compared to a realistic one, highlighting the impact of the selected virtual environment design. The results of the experiment can play an important role in defining the characteristics of optimal virtual environments for virtual reality-based training applications.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relationNetwork for sOcial compuTing REsearch (NOTRE)en_US
dc.rights© 2018 ACMen_US
dc.subjectVirtual realityen_US
dc.subjectPresenceen_US
dc.subjectEEGen_US
dc.subjectImmersionen_US
dc.titleAn EEG-based evaluation for comparing the sense of presence between virtual and physical environmentsen_US
dc.typeConference Papersen_US
dc.doihttps://doi.org/10.1145/3208159.3208179en_US
dc.collaborationUniversity of Genevaen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryComputer and Information Sciencesen_US
dc.countryCyprusen_US
dc.countrySwitzerlanden_US
dc.subject.fieldNatural Sciencesen_US
dc.publicationPeer Revieweden_US
dc.relation.conferenceComputer Graphics Internationalen_US
cut.common.academicyear2017-2018en_US
item.fulltextNo Fulltext-
item.cerifentitytypePublications-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_c94f-
item.openairetypeconferenceObject-
item.languageiso639-1en-
crisitem.project.funderEC-
crisitem.project.grantnoNOTRE-
crisitem.project.openAireinfo:eu-repo/grantAgreement/EC/H2020/692058-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0001-6841-8065-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
Appears in Collections:Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation
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