Publication:
A literature review on the effects of 6-Dimensional virtual reality's sport applications toward higher presense

dc.citedby3
dc.contributor.authorMahalil I.en_US
dc.contributor.authorYusof A.M.en_US
dc.contributor.authorIbrahim N.en_US
dc.contributor.authorid56582302800en_US
dc.contributor.authorid16246856300en_US
dc.contributor.authorid9337335600en_US
dc.date.accessioned2023-05-29T08:08:04Z
dc.date.available2023-05-29T08:08:04Z
dc.date.issued2020
dc.descriptionHealth; Virtual reality; Wind effects; Breathing masks; Feeling of presences; High-fidelity; Higher-dimensional; Human sense; Literature reviews; Sense of presences; VR applications; Sportsen_US
dc.description.abstractVirtual Reality (VR) is widely applied in various domains such as medical, training, education, entertainment, and etc. In relation to sport training, VR-based system is used by many athletes for various exercise such as cycling and rowing. The objective of sport training can be divided into two: improving athletes' performance or their fitness. In sport training, performance is measured by using a timer, heart rate device, breathing mask and many more, whereby athlete's fitness is measured by their stamina, strength and endurance. In the previous researchers' assessment, questionnaire is commonly used for analyzing purposes. From those researches, it was suggested that presence plays a significant role towards enhancing athletes' performance and fitness while undergoing the sport training. This paper covers issues that are related to presence, 6D, its effects to VR applications, and the methods of assessment in detail. From the findings, it is anticipated that when higher dimensional VR system and human sense are used, a realistic sense of presence will be felt which creates a more realistic experience. In addition, this paper also discusses how extra elements such as altitude, temperature, wind-effect and many more can affect the feeling of presence while using VR application. These extra elements would create a higher dimensional VR application. The aim of this study is to identify an effective combination elements or dimensions that maximizes a high-fidelity presence in VR-based sport training. � 2020 IEEE.en_US
dc.description.natureFinalen_US
dc.identifier.ArtNo9243570
dc.identifier.doi10.1109/ICIMU49871.2020.9243570
dc.identifier.epage282
dc.identifier.scopus2-s2.0-85097649544
dc.identifier.spage277
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85097649544&doi=10.1109%2fICIMU49871.2020.9243570&partnerID=40&md5=cb986ea8a63443ab4a9c913d466644f2
dc.identifier.urihttps://irepository.uniten.edu.my/handle/123456789/25314
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_US
dc.sourceScopus
dc.sourcetitle2020 8th International Conference on Information Technology and Multimedia, ICIMU 2020
dc.titleA literature review on the effects of 6-Dimensional virtual reality's sport applications toward higher presenseen_US
dc.typeConference Paperen_US
dspace.entity.typePublication
Files
Collections