Evolutionary Pathways and Effectiveness Assessment of Virtual Reality Visual Communication
DOI:
https://doi.org/10.5281/zenodo.14171648Keywords:
Virtual Reality Environments (VRE), Visual communication, User experienceAbstract
This study employs bibliometric analysis to explore publication trends in visual communication tools within Virtual Reality Environments (VRE), using Scopus and Web of Science data and VOS Viewer software for keyword co-occurrence mapping. Findings reveal a shift from 3D modeling to user experience, emotional regulation, and multisensory integration, underscoring VRE's potential to enhance engagement and creativity. Expanding data sources and standardized evaluation frameworks could further improve VRE's applicability in visual communication.
References
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Zhang, L., & Oney, S. (2020). FlowMatic: An immersive authoring tool for creating interactive scenes in virtual reality. Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology.
Kim, J., Luu, W., & Palmisano, S. A. (2020). Multisensory integration and the experience of scene instability, presence, and cybersickness in virtual environments. Computers in Human Behavior.
Hayatpur, D., Xia, H., & Wigdor, D. J. (2020). DataHop: Spatial data exploration in virtual reality. Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology.
Salanger, M., Lewis, D., Vallier, T., McDermott, T., & Dergan, A. (2020). Applying virtual reality to audiovisual speech perception tasks in children. American Journal of Audiology.
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Swetnam, R. D., & Korenko, J. (2019). Can computer game landscapes target new audiences for landscape quality assessment? Applied Geography, 113.
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Chen, X., Duan, W., Liu, Y., Li, S., & Song, G. (2024). The influence of spatial size of indoor VR environments on preference evaluation. Journal of Asian Architecture and Building Engineering.
Fleury, S., Agnès, A., Vanukuru, R., Goumillout, E., Delcombel, N., & Richir, S. (2020). Studying the effects of visual movement on creativity. Thinking Skills and Creativity, 36.
Agić, A., & Mandić, L. (2021). Evaluation of cybersickness in virtual reality in a driving simulator. Acta Graphica.
Benlamine, M. S., Dufresne, A., Beauchamp, M. H., & Frasson, C. (2021). BARGAIN: Behavioral affective rule-based games adaptation interface–towards emotionally intelligent games: Application on a virtual reality environment for socio-moral development. User Modeling and User-Adapted Interaction, 31(2), 287–321.
Bustillo, A., Alaguero, M., Miguel, I., Saiz, J. M., & Iglesias, L. S. (2015). A flexible platform for the creation of 3D semi-immersive environments to teach cultural heritage. Digital Applications in Archaeology and Cultural Heritage, 2(4), 248–259.
Chen, X., Duan, W., Liu, Y., Li, S., & Song, G. (2024). The influence of spatial size of indoor VR environments on preference evaluation. Journal of Asian Architecture and Building Engineering.
Draschkow, D., Nobre, A. C., & van Ede, F. (2022). Multiple spatial frames for immersive working memory. Nature Human Behaviour.
Fleury, S., Agnès, A., Vanukuru, R., Goumillout, E., Delcombel, N., & Richir, S. (2020). Studying the effects of visual movement on creativity. Thinking Skills and Creativity, 36.
Ha, J., Park, S., & Im, C. (2022). Novel hybrid brain-computer interface for virtual reality applications using steady-state visual-evoked potential-based brain–computer interface and electrooculogram-based eye tracking for increased information transfer rate. Frontiers in Neuroinformatics.
Hayatpur, D., Xia, H., & Wigdor, D. J. (2020). DataHop: Spatial data exploration in virtual reality. Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology.
Keshner, E. A., & Lamontagne, A. (2021). The untapped potential of virtual reality in rehabilitation of balance and gait in neurological disorders. Frontiers in Virtual Reality.
Kim, J., Luu, W., & Palmisano, S. A. (2020). Multisensory integration and the experience of scene instability, presence, and cybersickness in virtual environments. Computers in Human Behavior.
Li, W. (2023). Elliptical4VR: An interactive exergame authoring tool for personalized elliptical workout experience in VR. Proceedings of the 2023 5th International Conference on Image, Video and Signal Processing.
Salanger, M., Lewis, D., Vallier, T., McDermott, T., & Dergan, A. (2020). Applying virtual reality to audiovisual speech perception tasks in children. American Journal of Audiology.
Sun, D., Kiselev, A., Liao, Q., Stoyanov, T., & Loutfi, A. (2020). A new mixed-reality-based teleoperation system for telepresence and maneuverability enhancement. IEEE Transactions on Human-Machine Systems.
Swetnam, R. D., & Korenko, J. (2019). Can computer game landscapes target new audiences for landscape quality assessment? Applied Geography, 113.
Zhang, L., & Oney, S. (2020). FlowMatic: An immersive authoring tool for creating interactive scenes in virtual reality. Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology.
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Copyright (c) 2024 Zhao Lu, Azhar Abd Jamil

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