Research Article
Cognitive Impact of Social Virtual Reality: Audience and Mere Presence Effect of Virtual Companions
Figure 4
Virtual environment object placement and real-world participant positioning. Note: (a) top-down views of the virtual environment are set up from the perspective of the Unity game engine. The participants’ desk was positioned at the back of the virtual room. The camera icon highlights the participant’s positioning behind the virtual table inside the IVE. (b) A participant taking part in the study wearing an Oculus Rift HMD using a virtual reality-compatible laptop.
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