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                                       Details for article 6 of 6 found articles
 
 
  Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments
 
 
Title: Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments
Author: Gianluca De Leo
Koren S. Goodman
Elena Radici
Scott R. Secrhist
Thomas W. Mastaglio
Appeared in: The international journal of multimedia & its applications
Paging: Volume 3 (2011) nr. 2 pages 1-10
Year: 2011
Contents: Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In order to develop on effective team training activity, a high sense ofpresence among the participant needs to be reached. Previous research studies reported being able to reach a high level of presence even when using inexpensive technology such as laptop and headset. Thisstudy evaluates the level of presence of ten subjects who have to perform a team-building activity in a multi-user virtual environment using a laptop computer and a headset. The authors are interested in determining which user characterizes, such as gender, age and knowledge of computers, have a strong correlation with the level of sense of presence. The results of this study showed that female participants were more likely to engage in the activity and perceived fewer negative effects. Participants who reported less negative effects such as feeling tired, dizzy, or experiencing eye strain during the team-building activity reached a higher level of sense of presence.
Publisher: Academy & Industry Research Collaboration Center (AIRCC) (provided by DOAJ)
Source file: Elektronische Wetenschappelijke Tijdschriften
 
 

                             Details for article 6 of 6 found articles
 
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