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Advances in Human Factors and Ergonomics 2017; Preface; Contents; Virtual Reality Challenges in Design; A Preventive Ergonomic Approach Based on Virtual and Immersive Reality; Abstract; 1 Introduction; 2 Virtual Ergonomics: Assessment Work Flow; 2.1 Work Flow; 2.2 Virtual Analysis; 2.3 Physical Analysis; 3 Body Motion Tracking; 4 Test Case: Results; 5 Conclusions; References; Improving the Design of Virtual Reality Devices Applying an Ergonomics Guideline; Abstract; 1 Introduction; 2 Initial Test; 2.1 Method; 2.2 Findings and Recommendations; 2.3 Comparison; 2.4 Design of VR Glasses

3 Building a Set of Heuristics4 Evaluation; 5 Conclusions; Acknowledgements; References; Virtual Reality Self Induced Cybersickness: An Exploratory Study; Abstract; 1 Introduction; 2 Method; 2.1 Participants; 2.2 Apparatus; 2.3 Measurements; 2.4 Procedure; 3 Results; 4 Discussion and Conclusions; Acknowledgements; References; Comparing Three Stimulus Presentation Types in a Virtual Reality Experiment to Human Wayfinding Behavior During Emergency Situation; Abstract; 1 Introduction; 2 Methodology; 2.1 First Study
Fixed Images; 2.2 Second Study
Controlled VR Navigation

2.3 Third Study
Free VR Navigation2.4 Data Analysis; 3 Results and Discussion; 3.1 First and Second Studies Comparison; 3.2 Second and Third Studies Comparison; 3.3 Three Studies Comparison; 4 Conclusion; Acknowledgments; References; Methods and Procedures to Usability Testing in Virtual Reality Systems; Abstract; 1 Introduction; 2 About Virtual Reality (VR); 3 VR Usability Testing; 4 Physical Evaluation in VR Usability Testing; 5 Psychological and Behavioral Evaluation in VR Usability Testing; 6 Equipments to Capture the Users Behaviour

6.1 Videographic Records of the Users' Actions and Facial Expressions6.2 Eye Tracking; 6.3 Digital Infrared Thermal Imaging; 6.4 Galvanic Skin Response (Skin Conductance); 6.5 The EEG Technology; 6.6 The EEG Emotiv EPOC®; 7 Conclusion; References; Review of Virtual Reality Technology: An Ergonomic Approach and Current Challenges; Abstract; 1 Introduction; 2 Immersive Technologies; 2.1 Interaction Devices; 2.2 Perceptual Devices; 2.3 Softwares and APPs; 3 VR Applications; 4 Discussion; 5 Conclusion; Acknowledgements; References

Shape Analysis of Pottery Using Elliptic Fourier Descriptor and 3D ScanningAbstract; 1 Introduction; 2 Materials and Methods; 2.1 Samples; 2.2 Two-Dimensional Contour and Processing; 2.3 Eliptic Fourier Descriptors; 2.4 Citations; 2.5 K-means Clustering; 3 Conclusions; Acknowledgments; References; Evaluation of the Relationship Between Virtual Environments and Emotions; Abstract; 1 Introduction; 2 Methodology; 2.1 Stimuli; 2.2 Participants; 2.3 Evaluation Questionnaire; 2.4 Experimental Design; 2.5 General Objective; 2.6 Specific Objective; 2.7 Experimental Protocol; 3 Results

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