Open Access
ITM Web Conf.
Volume 63, 2024
1st International Conference on Advances in Machine Intelligence, and Cybersecurity Technologies (AMICT2023)
Article Number 01022
Number of page(s) 13
Published online 13 February 2024
  1. C. Wan, D. Chen, Z. Huang, and X. Luo, “A wearable head mounted display bio-signals pad system for emotion recognition,” Sensors, vol. 22, no. 1, pp. 1–19, 2022, doi: 10.3390/s22010142. [Google Scholar]
  2. J. Jang and J. Kim, “Exploring the Impact of Avatar Customization in Metaverse: The Role of the Class Mode on Task Engagement and Expectancy-Value Beliefs for Fashion Education,” Mobile Information Systems, vol. 2023, 2023, doi: 10.1155/2023/2967579. [CrossRef] [Google Scholar]
  3. L. Ślósarz, E. Jurczyk-Romanowska, J. Rosińczuk, and M. Kazimierska-Zając, “Virtual Reality as a Teaching Resource Which Reinforces Emotions in the Teaching Process,” Sage Open, vol. 12, no. 3, 2022, doi: 10.1177/21582440221118083. [Google Scholar]
  4. B. Patrão, P. Menezes, and N. Gonçalves, “Augmented shared spaces: An application for exposure psychotherapy,” International journal of online and biomedical engineering, vol. 16, no. 4, pp. 43–50, 2020, doi: 10.3991/ijoe.v16i04.11876. [Google Scholar]
  5. P. Premkumar, N. Heym, P. L. Anderson, D. Brown, and A. Sumich, “Editorial: The Use of Virtual-Reality Interventions in Reducing Anxiety,” Front Virtual Real, vol. 3, no. February, pp. 3–5, 2022, doi: 10.3389/frvir.2022.853678. [CrossRef] [Google Scholar]
  6. O. Madeira, D. Gromer, M. E. Latoschik, and P. Pauli, “Effects of Acrophobic Fear and Trait Anxiety on Human Behavior in a Virtual Elevated Plus-Maze,” Front Virtual Real, vol. 2, no. April, pp. 1–13, 2021, doi: 10.3389/frvir.2021.635048. [CrossRef] [Google Scholar]
  7. N. R. Haddaway, M. J. Page, C. C. Pritchard, and L. A. McGuinness “PRISMA2020: An R package and Shiny app for producing PRISMA 2020-compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis,” Campbell Systematic Reviews, vol. 18, no. 2, p. e1230, Jun. 2022, doi: 10.1002/c12.1230. [Google Scholar]
  8. B. L. Tan et al., “The use of virtual reality and augmented reality in psychosocial rehabilitation for adults with neurodevelopmental disorders: A systematic review,” Front Psychiatry, vol. 13, 2022, doi: 10.3389/fpsyt.2022.1055204. [Google Scholar]
  9. Ö. Güncan, “The magical realistic world of the virtual recreation,” Journal of Multidisciplinary Academic Tourism, vol. 8, no. 1, pp. 67–79, 2023, doi: 10.31822/jomat.2023-8-1-67. [CrossRef] [Google Scholar]
  10. N. E. van der Waal, J. A. W. van Bokhorst, and L. N. van der Laan, “Identifying emotions toward an overweight avatar in Virtual Reality: The moderating effects of visuotactile stimulation and drive for thinness,” Front Virtual Real, vol. 3, no. October, pp. 1–16, 2022, doi: 10.3389/frvir.2022.989676. [CrossRef] [Google Scholar]
  11. A. H. Assaf, H. Ben Abdessalem, and C. Frasson, “Detection and recuperation of mental fatigue,” J. Behav. Brain Sci., vol. 13, no. 02, pp. 15–31, 2023, doi: 10.4236/jbbs.2023.132002. [CrossRef] [Google Scholar]
  12. W. T. Hsieh, “Virtual reality video promotes effectiveness in advance care planning,” BMC Palliat Care, vol. 19, no. 1, pp. 1–10, 2020, doi: 10.1186/s12904-020-00634-w. [CrossRef] [Google Scholar]
  13. D. A. Lungu et al., “The Role of Recipient Characteristics in Health Video Communication Outcomes: Scoping Review,” J Med Internet Res, vol. 23, no. 12, p. e30962, Dec. 2021, doi: 10.2196/30962. [CrossRef] [Google Scholar]
  14. B. Otkhmezuri et al., “Believing is seeing: A proof-of-concept semiexperimental study on using mobile virtual reality to boost the effects of interpretation bias modification for anxiety,” JMIR Ment Health, vol. 6, no. 2, 2019, doi: 10.2196/11517. [Google Scholar]
  15. M. R. J. Zacarin, E. Borloti, and V. B. Haydu, “Behavioral therapy and virtual reality exposure for public speaking anxiety,” Trends in Psychology, vol. 27, no. 2, pp. 491–507, 2019, doi: 10.9788/TP2019.2-14. [Google Scholar]
  16. I. Richter, J. Thøgersen, and C. A. Klöckner, “A social norms intervention going wrong: Boomerang effects from descriptive norms information,” Sustainability (Switzerland), vol. 10, no. 8, 2018, doi: 10.3390/su10082848. [Google Scholar]
  17. L. Reidy, D. Chan, C. Nduka, and H. Gunes, “Facial Electromyography-based Adaptive Virtual Reality Gaming for Cognitive Training,” ICMI2020 -Proceedings of the 2020 International Conference on Multimodal Interaction, no. i, pp. 174–183, 2020, doi: 10.1145/3382507.3418845. [Google Scholar]
  18. B. Resibisma and N. Ramdhani, “Virtual Reality Heights Exposure and Its Impact on College Student’s Physiological Response and Emotional Condition,” Gadjah Mada Journal of Professional Psychology (GamaJPP), vol. 6, no. 2, p. 140, 2020, doi: 10.22146/gamajpp.54872. [CrossRef] [Google Scholar]
  19. R. Radiah, D. Roth, F. Alt, and Y. Abdelrahman, “The Influence of Avatar Personalization on Emotions in VR,” Multimodal Technologies and Interaction, vol. 7, no. 4, pp. 1–16, 2023, doi: 10.3390/mti7040038. [CrossRef] [Google Scholar]
  20. K. Gupta, J. Lazarevic, Y. S. Pai, and M. Billinghurst, “Affectively VR: Towards VR Personalized Emotion Recognition,” Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST, pp. 16–18, 2020, doi: 10.1145/3385956.3422122. [Google Scholar]
  21. F. Pallavicini and A. Pepe, “Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study,” JMIR Serious Games, vol. 8, no. 2, 2020, doi: 10.2196/15635. [Google Scholar]
  22. Á. García-Crespo, I. González-Carrasco, J. L. López-Cuadrado, D. Villanueva, and Á. González, “CESARSC: Framework for creating cultural entertainment systems with augmented reality in smart cities,” Computer Science and Information Systems, vol. 13, no. 2, pp. 395–425, 2016, doi: 10.2298/CSIS150620006G. [CrossRef] [Google Scholar]
  23. P. Dickinson, A. Jones, and W. Christian, “Experiencing simulated confrontations in virtual reality,” Conference on Human Factors in Computing Systems -Proceedings, 2021, doi: 10.1145/3411764.3445401. [Google Scholar]

Current usage metrics show cumulative count of Article Views (full-text article views including HTML views, PDF and ePub downloads, according to the available data) and Abstracts Views on Vision4Press platform.

Data correspond to usage on the plateform after 2015. The current usage metrics is available 48-96 hours after online publication and is updated daily on week days.

Initial download of the metrics may take a while.