Exportar Publicação

A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Eloy, S., Ourique, L., Woessner, U., Kieferle, J. & Schotte, W. (2018). How present am I: three virtual reality facilities testing the fear of falling. In eCAADe 2018. (pp. 717-726). Lodz
Exportar Referência (IEEE)
S. E. Rodrigues et al.,  "How present am I: three virtual reality facilities testing the fear of falling", in eCAADe 2018, Lodz, 2018, pp. 717-726
Exportar BibTeX
@inproceedings{rodrigues2018_1721165242466,
	author = "Eloy, S. and Ourique, L. and Woessner, U. and Kieferle, J. and Schotte, W.",
	title = "How present am I: three virtual reality facilities testing the fear of falling",
	booktitle = "eCAADe 2018",
	year = "2018",
	editor = "",
	volume = "",
	number = "",
	series = "",
	pages = "717-726",
	publisher = "",
	address = "Lodz",
	organization = ""
}
Exportar RIS
TY  - CPAPER
TI  - How present am I: three virtual reality facilities testing the fear of falling
T2  - eCAADe 2018
AU  - Eloy, S.
AU  - Ourique, L.
AU  - Woessner, U.
AU  - Kieferle, J.
AU  - Schotte, W.
PY  - 2018
SP  - 717-726
CY  - Lodz
AB  - Virtual reality environments have long been used in studies related to architecture simulation. The main objective of this paper is to measure the sense of presence that different virtual reality devices provide to users so as to evaluate their effectiveness when used to simulate real environments and draw conclusions of people’s behaviours when using them. The study also aims at investigating, in a quantitative way, the influence of architectural elements on the comfort of use of a built environment, namely considering the fear of falling reported by adults while using these architectural elements. Using a between-subjects design randomly distributed between two experimental conditions (safe and unsafe), a set of three studies were conducted in three different virtual reality environments using a 5-sided-CAVE, a Powerwall or a Head Mounted Display. The study shows that immersive virtual reality devices give users a higher sense of presence than semi-immersive ones. One of the conclusions of the study is that a higher sense of presence helps to enhance the building spaces perceived impacts on users (in this case the fear of falling).
ER  -