|
周文忠(2005)。虛擬實境之意義與應用。資訊科學應用期刊,1, 121-127 Badre, D., & Wagner, A. D. (2004). Selection, integration, and conflict monitoring: assessing the nature and generality of prefrontal cognitive control mechanisms. Neuron, 41(3), 473-487. Benko, H., Holz, C., Sinclair, M., & Ofek, E. (2016). Normaltouch and texturetouch: High-fidelity 3d haptic shape rendering on handheld virtual reality controllers. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology (pp. 717-728). Bersak, D., McDarby, G., Augenblick, N., McDarby, P., McDonnell, D., McDonald, B., & Karkun, R. (2001). Intelligent biofeedback using an immersive competitive environment. In Paper at the designing ubiquitous computing games workshop at UbiComp (pp. 1-6). Bischof, W. F., & Boulanger, P. (2003). Spatial navigation in virtual reality environments: an EEG analysis. CyberPsychology & Behavior, 6(5), 487-495. Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons. Cahn, B. R., & Polich, J. (2006). Meditation states and traits: EEG, ERP, and neuroimaging studies. Psychological bulletin, 132(2), 180. Chen, W., Plancoulaine, A., Férey, N., Touraine, D., Nelson, J., & Bourdot, P. (2013). 6DoF navigation in virtual worlds: comparison of joystick-based and head-controlled paradigms. In Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology (pp. 111-114). Costello, P. J. (1997). Health and safety issues associated with virtual reality: a review of current literature (pp. 1-23). Dang, N. T., Perrot, V., & Mestre, D. (2011, March). Effects of sensory feedback while interacting with graphical menus in virtual environments. In 2011 IEEE Virtual Reality Conference (pp. 199-200). Fink, A., & Benedek, M. (2014). EEG alpha power and creative ideation. Neuroscience & Biobehavioral Reviews, 44, 111-123. Gilleade, K., Dix, A., & Allanson, J. (2005). Affective videogames and modes of affective gaming: assist me, challenge me, emote me. DiGRA 2005: Changing Views–Worlds in Play. Gola, M., Magnuski, M., Szumska, I., & Wróbel, A. (2013). EEG beta band activity is related to attention and attentional deficits in the visual performance of elderly subjects. International Journal of Psychophysiology, 89(3), 334-341. Gorisse, G., Christmann, O., Amato, E. A., & Richir, S. (2017). First-and Third-Person Perspectives in immersive Virtual environments: Presence and Performance analysis of embodied Users. Frontiers in Robotics and AI, 4, 33. Hall, T., Strangman, N., & Meyer, A. (2003). Differentiated instruction and implications for UDL implementation. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved July, 29, 2010. Horie, R., Wada, M., & Watanabe, E. (2017). Participation in a virtual reality concert via brainwave and heartbeat. In International Conference on Applied Human Factors and Ergonomics (pp. 276-284). IJsselsteijn, W., Van Den Hoogen, W., Klimmt, C., De Kort, Y., Lindley, C., Mathiak, K., Poels, K., Ravaja, N., Turpeinen,M., & Vorderer, P. (2008). Measuring the experience of digital game enjoyment. In Proceedings of measuring behavior (pp. 88-89). Inazawa, M., Hu, X., & Ban, Y. (2019). Biofeedback Interactive VR System Using Biological Information Measurement HMD. In SIGGRAPH Asia 2019 Emerging Technolo-gies (pp. 5-6). Kaiser, E., Olwal, A., McGee, D., Benko, H., Corradini, A., Li, X., Cohen, P., & Feiner, S. (2003). Mutual disambiguation of 3D multimodal interaction in augmented and virtual reality. In Proceedings of the 5th international conference on Multimodal interfaces (pp. 12-19). Li, W. H., Liu, B., Kosasih, P. B., & Zhang, X. Z. (2007). A 2-DOF MR actuator joystick for virtual reality applications. Sensors and Actuators A: Physical, 137(2), 308-320. Malmivuo, J., & Plonsey, R. (1995). Bioelectromagnetism: principles and applications of bioelectric and biomagnetic fields. Oxford University Press, USA. Martindale, C., & Hasenfus, N. (1978). EEG differences as a function of creativity, stage of the creative process, and effort to be original. Biological psychology, 6(3), 157-167. Marwecki, S., Wilson, A. D., Ofek, E., Gonzalez Franco, M., & Holz, C. (2019). Mise-unseen: Using eye tracking to hide virtual reality scene changes in plain sight. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (pp. 777-789). McCurley, V. (2016). Storyboarding in Virtual Reality. Medium post. Retrieved August, 9, 2017. Mehrabian, A., & Russell, J. A. (1974). An Approach to Environmental Psychology [By] Albert Mehrabian and James A. Russell. MIT Press. Nielsen, J. (1993). Noncommand user interfaces. Communications of the ACM, 36(4), 83-99. Pavone, E. F., Tieri, G., Rizza, G., Tidoni, E., Grisoni, L., & Aglioti, S. M. (2016). Embodying others in immersive virtual reality: electro-cortical signatures of monitoring the errors in the actions of an avatar seen from a first-person perspective. Journal of Neuroscience, 36(2), 268-279. Probst, E., Suttner, V., Dietrich, M., & Buehler, T. (2018). Rapture of the deep. In SIGGRAPH Asia 2018 Virtual & Augmented Reality (pp. 1-2). Rothe, S., Hußmann, H., & Allary, M. (2017). Diegetic cues for guiding the viewer in cinematic virtual reality. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology (pp. 1-2). Schmidt, A. (2000). Implicit human computer interaction through context. Personal technologies, 4(2), 191-199. Seibert, J., & Shafer, D. M. (2018). Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Reality, 22(1), 79-88. Semertzidis, N., Scary, M., Andres, J., Dwivedi, B., Kulwe, Y. C., Zambetta, F., & Mueller, F. F. (2020). Neo-Noumena: Augmenting Emotion Communication. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-13). Serim, B., & Jacucci, G. (2019). Explicating" Implicit Interaction" An Examination of the Concept and Challenges for Research. In Proceedings of the 2019 CHI Conference on Hu-man Factors in Computing Systems (pp. 1-16). Thomas, P., & Macredie, R. D. (2002).Introduction to the new usability. ACM Transactions on Computer-Human Interaction (TOCHI), 9(2), 69-73 Tromp, J., Peeters, D., Meyer, A. S., & Hagoort, P. (2018). The combined use of virtual reality and EEG to study language processing in naturalistic environments. Behavior Research Methods, 50(2), 862-869. Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence ques-tionnaire. Presence: Teleoperators & Virtual Environments, 14(3), 298-312. Yem, V., Vu, K., Kon, Y., & Kajimoto, H. (2018). Softness-hardness and stickiness feedback using electrical stimulation while touching a virtual object. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 787-788). Zander, T. O., Kothe, C., Welke, S., & Rötting, M. (2009). Utilizing secondary input from passive brain-computer interfaces for enhancing human-machine interaction. In International Conference on Foundations of Augmented Cognition (pp. 759-771).
|