BIOMARKERS

Molecular Biopsy of Human Tumors

- a resource for Precision Medicine *

240 related articles for article (PubMed ID: 29543183)

  • 1. The Effect of Realistic Appearance of Virtual Characters in Immersive Environments - Does the Character's Personality Play a Role?
    Zibrek K; Kokkinara E; Mcdonnell R
    IEEE Trans Vis Comput Graph; 2018 Apr; 24(4):1681-1690. PubMed ID: 29543183
    [TBL] [Abstract][Full Text] [Related]  

  • 2. The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response.
    Waltemate T; Gall D; Roth D; Botsch M; Latoschik ME
    IEEE Trans Vis Comput Graph; 2018 Apr; 24(4):1643-1652. PubMed ID: 29543180
    [TBL] [Abstract][Full Text] [Related]  

  • 3. The uncanny valley effect in typically developing children and its absence in children with autism spectrum disorders.
    Feng S; Wang X; Wang Q; Fang J; Wu Y; Yi L; Wei K
    PLoS One; 2018; 13(11):e0206343. PubMed ID: 30383848
    [TBL] [Abstract][Full Text] [Related]  

  • 4. Effects of Virtual Human Appearance Fidelity on Emotion Contagion in Affective Inter-Personal Simulations.
    Volante M; Babu SV; Chaturvedi H; Newsome N; Ebrahimi E; Roy T; Daily SB; Fasolino T
    IEEE Trans Vis Comput Graph; 2016 Apr; 22(4):1326-35. PubMed ID: 26780808
    [TBL] [Abstract][Full Text] [Related]  

  • 5. Venturing into the uncanny valley of mind-The influence of mind attribution on the acceptance of human-like characters in a virtual reality setting.
    Stein JP; Ohler P
    Cognition; 2017 Mar; 160():43-50. PubMed ID: 28043026
    [TBL] [Abstract][Full Text] [Related]  

  • 6. The impact of a character posture model on the communication of affect in an immersive virtual environment.
    Vinayagamoorthy V; Steed A; Slater M
    IEEE Trans Vis Comput Graph; 2008; 14(5):965-82. PubMed ID: 18599911
    [TBL] [Abstract][Full Text] [Related]  

  • 7. Real-Time Multi-Map Saliency-Driven Gaze Behavior for Non-Conversational Characters.
    Goude I; Bruckert A; Olivier AH; Pettre J; Cozot R; Bouatouch K; Christie M; Hoyet L
    IEEE Trans Vis Comput Graph; 2024 Jul; 30(7):3871-3883. PubMed ID: 37022858
    [TBL] [Abstract][Full Text] [Related]  

  • 8. Evaluating display fidelity and interaction fidelity in a virtual reality game.
    McMahan RP; Bowman DA; Zielinski DJ; Brady RB
    IEEE Trans Vis Comput Graph; 2012 Apr; 18(4):626-33. PubMed ID: 22402690
    [TBL] [Abstract][Full Text] [Related]  

  • 9. Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.
    Shafer DM; Carbonara CP; Korpi MF
    Games Health J; 2019 Feb; 8(1):15-23. PubMed ID: 30199273
    [TBL] [Abstract][Full Text] [Related]  

  • 10. Is the Perceived Comfort With CG Characters Increasing With Their Novelty?
    Araujo V; Melgare J; Dalmoro BM; Musse SR
    IEEE Comput Graph Appl; 2022; 42(1):32-46. PubMed ID: 34152978
    [TBL] [Abstract][Full Text] [Related]  

  • 11. The effect of immersive virtual reality on proximal and conditioned threat.
    Rosén J; Kastrati G; Reppling A; Bergkvist K; Åhs F
    Sci Rep; 2019 Nov; 9(1):17407. PubMed ID: 31758051
    [TBL] [Abstract][Full Text] [Related]  

  • 12. Tactile Radar: experimenting a computer game with visually disabled.
    Kastrup V; Cassinelli A; Quérette P; Bergstrom N; Sampaio E
    Disabil Rehabil Assist Technol; 2018 Nov; 13(8):777-784. PubMed ID: 28920499
    [TBL] [Abstract][Full Text] [Related]  

  • 13. An empirical study to investigate the efficacy of collaborative immersive virtual reality systems for designing information architecture of software systems.
    Narasimha S; Dixon E; Bertrand JW; Chalil Madathil K
    Appl Ergon; 2019 Oct; 80():175-186. PubMed ID: 31280803
    [TBL] [Abstract][Full Text] [Related]  

  • 14. "I'm attached, and I'm a good guy/gal!": how character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games.
    Bowman ND; Schultheiss D; Schumann C
    Cyberpsychol Behav Soc Netw; 2012 Mar; 15(3):169-74. PubMed ID: 22339552
    [TBL] [Abstract][Full Text] [Related]  

  • 15. Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality.
    Latoschik ME; Kern F; Stauffert JP; Bartl A; Botsch M; Lugrin JL
    IEEE Trans Vis Comput Graph; 2019 May; 25(5):2134-2144. PubMed ID: 30794185
    [TBL] [Abstract][Full Text] [Related]  

  • 16. Uncanny Valley Effects on Friendship Decisions in Virtual Social Networking Service.
    Shin M; Song SW; Chock TM
    Cyberpsychol Behav Soc Netw; 2019 Nov; 22(11):700-705. PubMed ID: 31613640
    [TBL] [Abstract][Full Text] [Related]  

  • 17. Modeling human behaviors and reactions under dangerous environment.
    Kang J; Wright DK; Qin SF; Zhao Y
    Biomed Sci Instrum; 2005; 41():265-70. PubMed ID: 15850116
    [TBL] [Abstract][Full Text] [Related]  

  • 18. Can virtual reality be used to investigate persecutory ideation?
    Freeman D; Slater M; Bebbington PE; Garety PA; Kuipers E; Fowler D; Met A; Read CM; Jordan J; Vinayagamoorthy V
    J Nerv Ment Dis; 2003 Aug; 191(8):509-14. PubMed ID: 12972853
    [TBL] [Abstract][Full Text] [Related]  

  • 19. Mixed Reality Tabletop Gameplay: Social Interaction With a Virtual Human Capable of Physical Influence.
    Lee M; Norouzi N; Bruder G; Wisniewski PJ; Welch GF
    IEEE Trans Vis Comput Graph; 2021 Aug; 27(8):3534-3545. PubMed ID: 31869794
    [TBL] [Abstract][Full Text] [Related]  

  • 20. Interactive Molecular Graphics for Augmented Reality Using HoloLens.
    Müller C; Krone M; Huber M; Biener V; Herr D; Koch S; Reina G; Weiskopf D; Ertl T
    J Integr Bioinform; 2018 Jun; 15(2):. PubMed ID: 29897886
    [TBL] [Abstract][Full Text] [Related]  

    [Next]    [New Search]
    of 12.