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[null,"1.","Record Nr.",null,"UNINA9910551678803321"]
[null,null,"Autore",null,"Bordandini, Paola"]
[null,null,"Titolo",null,"Delegati di partito Pdci e Prc : congressi nazionali di febbraio 2004 e marzo 2005 / Paola Bordandini, Aldo Di Virgilio"]
[null,null,"ISBN",null,"9788849132601"]
[null,null,"Lingua di pubblicazione",null,"Non definito"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910813900003321"]
[null,null,"Autore",null,"Piryankova Ivelina"]
[null,null,"Titolo",null,"The influence of a self-avatar on space and body perception in immersive virtual reality / / vorgelegt von Ivelina Vesselinova Piryankova"]
[null,null,"Pubbl/distr/stampa",null,"Berlin : , : Logos Verlag, , [2015]"]
[{"$nulls":4},"©2015"]
[null,null,"ISBN",null,"3-8325-8773-X"]
[null,null,"Descrizione fisica",null,"1 online resource (124 pages) : illustrations"]
[null,null,"Collana",null,"MPI series in biological cybernetics ; ; 42"]
[null,null,"Disciplina",null,"616.852"]
[null,null,"Soggetti",null,"Body image disturbance"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","PublicationDate: 20150526"]
[null,null,null,"Sommario/riassunto","Long description: The technological advances in computer graphics, three-dimensional scanning and motion tracking technologies, contribute to the increase in the use of self-avatars in immersive real time virtual reality (VR) for visualization, simulation, clinical VR and entertainment purposes. Therefore, it is important to gain new insights on how users perceive their body, their self-avatar and the virtual space, as well as the interaction between body and space perception in VR. Using state-of-the-art VR technologies, I investigated how changes of the self-avatar influence the perception of one's own body and space in VR. This research has major implications for improving the usefulness of clinical VR (e.g. therapies and diagnostics), as well as VR applications (e.g. games, visualization and entertainment) that use self-avatars and aim at providing a realistic experience in VR.    Technologische Fortschritte in der Computergrafik, dem dreidimensionalen Scannen und in Motion-Tracking-Technologien haben zu einem erhöhten Einsatz von Selbst-Avataren in immersiven virtuellen Realitäten (VR) beigetragen. Selbst-Avatare werden zum Beispiel in den Bereichen Visualisierung und Simulation, aber auch in klinischen Anwendungen oder für Unterhaltungszwecke eingesetzt. Deshalb ist es wichtig neue Erkenntnisse über die Wahrnehmung des eigenen Körpers, des Selbst-Avatars und der räumlichen Wahrnehmung des Benutzers zu gewinnen, sowie den Einfluss des Selbst-Avatars auf die räumliche Wahrnehmung in der virtuellen Welt zu untersuchen. Mit "]
[{"$nulls":4},"Hilfe von moderner VR-Technologie habe ich untersucht wie Veränderungen des Selbst-Avatars die Wahrnehmung des eigenen Körpers und des Raumes verändern. Die Ergebnisse zeigen, dass Selbst-Avatare nicht genau die gleichen Dimensionen wie der Körper des Benutzers haben müssen, damit sich der Benutzer mit seinem Selbst-Avatar identifizieren kann."]