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Charlotte Headey

dblp:292/5587 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 56% Usability and user experience research · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality › presence
virtual reality presence
0.512021
Effects of Emotion and Agency on Presence in Virtual Reality · CHI 2021
Immersive interaction
virtual environment design
0.112021
Effects of Emotion and Agency on Presence in Virtual Reality · CHI 2021

Methods — techniques the papers use, named apart from their topics

user study · 0.5
YearPublicationVenuePosition
2021 Effects of Emotion and Agency on Presence in Virtual Reality
abstract
Arguably one of the most important characteristics of virtual reality (VR) is its ability to induce higher feelings of presence. Still, research has remained inconclusive on how presence is affected by human factors such as emotion and agency. Here we adopt a novel design to investigate their effects by testing virtual environments inducing either happiness or fear, with or without user agency. Results from 121 participants showed that the dominant emotion induced by a virtual environment is positively correlated with presence. In addition, agency had a significant positive effect on presence and, furthermore, moderated the effect of emotion on presence. We show for the first time that the effects of emotion and agency on presence are not straightforward but they can be modelled by separating design factors from subjective measures. We discuss how these findings can explain seemingly conflicting results of related work and their implications for VR design.
Crescent Jicol, Chun Hin Wan, Benjamin Doling, Caitlin H. Illingworth, Jinha Yoon, Charlotte Headey, Christof Lutteroth, Michael J. Proulx, Karin Petrini, Eamonn O'Neill
CHI6