Literature DB >> 15006177

Presence and emotions.

Mel Slater.   

Abstract

Mesh:

Year:  2004        PMID: 15006177     DOI: 10.1089/109493104322820200

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


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  5 in total

Review 1.  Using virtual reality to investigate psychological processes and mechanisms associated with the onset and maintenance of psychosis: a systematic review.

Authors:  Lucia R Valmaggia; Fern Day; Mar Rus-Calafell
Journal:  Soc Psychiatry Psychiatr Epidemiol       Date:  2016-06-04       Impact factor: 4.328

2.  Perspective and agency during video gaming influences spatial presence experience and brain activation patterns.

Authors:  Michael Havranek; Nicolas Langer; Marcus Cheetham; Lutz Jäncke
Journal:  Behav Brain Funct       Date:  2012-07-19       Impact factor: 3.759

3.  Virtual Reality Fitness (VRF) for Behavior Management During the COVID-19 Pandemic: A Mediation Analysis Approach.

Authors:  Jingning Yang; Rashid Menhas; Jianhui Dai; Tehmina Younas; Usama Anwar; Waseem Iqbal; Rizwan Ahmed Laar; Muhammad Muddasar Saeed
Journal:  Psychol Res Behav Manag       Date:  2022-01-20

4.  A Novel Virtual Reality Assessment of Functional Cognition: Validation Study.

Authors:  Elias Mouchlianitis; Sukhi S Shergill; Lilla Alexandra Porffy; Mitul A Mehta; Joel Patchitt; Celia Boussebaa; Jack Brett; Teresa D'Oliveira
Journal:  J Med Internet Res       Date:  2022-01-26       Impact factor: 5.428

5.  Modulating presence and impulsiveness by external stimulation of the brain.

Authors:  Gian Beeli; Gianclaudio Casutt; Thomas Baumgartner; Lutz Jäncke
Journal:  Behav Brain Funct       Date:  2008-08-04       Impact factor: 3.759

  5 in total

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