Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi'an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn't completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups. Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are. The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment's methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research.
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
Anbieter: California Books, Miami, FL, USA
Zustand: New. Bestandsnummer des Verkäufers I-9783668931138
Anzahl: Mehr als 20 verfügbar
Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Deutschland
Taschenbuch. Zustand: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi'an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn't completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups. Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are.The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment's methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research. 20 pp. Englisch. Bestandsnummer des Verkäufers 9783668931138
Anzahl: 2 verfügbar
Anbieter: buchversandmimpf2000, Emtmannsberg, BAYE, Deutschland
Taschenbuch. Zustand: Neu. Neuware -Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi¿an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn¿t completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups.Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are.The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment¿s methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research.Books on Demand GmbH, Überseering 33, 22297 Hamburg 20 pp. Englisch. Bestandsnummer des Verkäufers 9783668931138
Anzahl: 2 verfügbar
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - Research Paper (postgraduate) from the year 2018 in the subject Engineering - Computer Engineering, grade: 1,3, Xi'an Jiaotong-Liverpool University, language: English, abstract: This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn't completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups. Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are.The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment's methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research. Bestandsnummer des Verkäufers 9783668931138
Anzahl: 1 verfügbar
Anbieter: preigu, Osnabrück, Deutschland
Taschenbuch. Zustand: Neu. Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming? | On the Usage of Virtual Reality | Marvin Brucker | Taschenbuch | 20 S. | Englisch | 2019 | GRIN Verlag | EAN 9783668931138 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand. Bestandsnummer des Verkäufers 116924530
Anzahl: 5 verfügbar