MAVE: Maze‐based immersive virtual environment for new presence and experience

Article Properties
  • Language
    English
  • DOI (url)
  • Publication Date
    2017/04/19
  • Indian UGC (journal)
  • Refrences
    22
  • Citations
    25
  • Jiwon Lee Catholic University of Pusan 57 Oryundae‐ro Busan South Korea
  • Kisung Jeong Korea University 145 Anam‐ro, Anam‐dong Seoul South Korea
  • Jinmo Kim Catholic University of Pusan 57 Oryundae‐ro Busan South Korea ORCID (unauthenticated)
Abstract
Cite
Lee, Jiwon, et al. “MAVE: Maze‐based Immersive Virtual Environment for New Presence and Experience”. Computer Animation and Virtual Worlds, vol. 28, no. 3-4, 2017, https://doi.org/10.1002/cav.1756.
Lee, J., Jeong, K., & Kim, J. (2017). MAVE: Maze‐based immersive virtual environment for new presence and experience. Computer Animation and Virtual Worlds, 28(3-4). https://doi.org/10.1002/cav.1756
Lee J, Jeong K, Kim J. MAVE: Maze‐based immersive virtual environment for new presence and experience. Computer Animation and Virtual Worlds. 2017;28(3-4).
Journal Categories
Science
Mathematics
Instruments and machines
Electronic computers
Computer science
Science
Mathematics
Instruments and machines
Electronic computers
Computer science
Computer software
Technology
Electrical engineering
Electronics
Nuclear engineering
Electronics
Computer engineering
Computer hardware
Refrences
Title Journal Journal Categories Citations Publication Date
Side effects of immersions in virtual reality for people suffering from anxiety disorders 2009
10.1109/3DUI.2013.6550194
10.1145/1476589.1476686
10.1007/978-3-642-14075-4_18
10.1145/2807442.2807463
Citations
Title Journal Journal Categories Citations Publication Date
Application of Virtual Avatar using Motion Capture in Immersive Virtual Environment International Journal of Human–Computer Interaction
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
  • Philosophy. Psychology. Religion: Psychology
  • Philosophy. Psychology. Religion: Psychology
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Medicine: Internal medicine: Neurosciences. Biological psychiatry. Neuropsychiatry: Neurology. Diseases of the nervous system: Psychiatry
2 2023
XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content IEEE Access
  • Technology: Electrical engineering. Electronics. Nuclear engineering
  • Science: Science (General): Cybernetics: Information theory
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electric apparatus and materials. Electric circuits. Electric networks
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Telecommunication
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
2023
Authoring tools for virtual reality experiences: a systematic review Multimedia Tools and Applications
  • Science: Science (General): Cybernetics: Information theory
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electric apparatus and materials. Electric circuits. Electric networks
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
10 2022
DAVE: Deep Learning-Based Asymmetric Virtual Environment for Immersive Experiential Metaverse Content

Electronics
  • Science: Science (General): Cybernetics: Information theory
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electric apparatus and materials. Electric circuits. Electric networks
  • Science: Physics
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
  • Technology: Engineering (General). Civil engineering (General)
8 2022
A Study on Movement Interface in Mobile Virtual Reality Journal of the Korea Computer Graphics Society 8 2021
Citations Analysis
The category Science: Science (General): Cybernetics: Information theory 8 is the most commonly referenced area in studies that cite this article. The first research to cite this article was titled A Study on Core Factors and Application of Asymmetric VR Content and was published in 2017. The most recent citation comes from a 2023 study titled Application of Virtual Avatar using Motion Capture in Immersive Virtual Environment. This article reached its peak citation in 2019, with 7 citations. It has been cited in 11 different journals, 36% of which are open access. Among related journals, the Symmetry cited this research the most, with 6 citations. The chart below illustrates the annual citation trends for this article.
Citations used this article by year