{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,3,26]],"date-time":"2025-03-26T12:08:06Z","timestamp":1742990886734,"version":"3.40.3"},"publisher-location":"Cham","reference-count":21,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783030800901"},{"type":"electronic","value":"9783030800918"}],"license":[{"start":{"date-parts":[[2021,1,1]],"date-time":"2021-01-01T00:00:00Z","timestamp":1609459200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springer.com\/tdm"},{"start":{"date-parts":[[2021,1,1]],"date-time":"2021-01-01T00:00:00Z","timestamp":1609459200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2021]]},"DOI":"10.1007\/978-3-030-80091-8_21","type":"book-chapter","created":{"date-parts":[[2021,7,7]],"date-time":"2021-07-07T04:02:37Z","timestamp":1625630557000},"page":"174-181","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":0,"title":["Towards Understanding of User\u2019s Immersion Using Electroencephalogram (EEG) and Activity-Adhered Biosensor in an Environment of Full-Body Game Gesture"],"prefix":"10.1007","author":[{"given":"Hamdan","family":"Gani","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Feng","family":"Zhipeng","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2021,7,8]]},"reference":[{"key":"21_CR1","doi-asserted-by":"publisher","first-page":"641","DOI":"10.1016\/j.ijhcs.2008.04.004","volume":"66","author":"C Jennett","year":"2008","unstructured":"Jennett, C., et al.: Measuring and defining the experience of immersion in games. Int. J. Hum. Comput. Stud. 66, 641\u2013661 (2008). https:\/\/doi.org\/10.1016\/j.ijhcs.2008.04.004","journal-title":"Int. J. Hum. Comput. Stud."},{"key":"21_CR2","doi-asserted-by":"publisher","first-page":"366","DOI":"10.1016\/j.chb.2015.01.066","volume":"48","author":"L Caroux","year":"2015","unstructured":"Caroux, L., Isbister, K., Le Bigot, L., Vibert, N.: Player-video game interaction: a systematic review of current concepts. Comput. Hum. Behav. 48, 366\u2013381 (2015). https:\/\/doi.org\/10.1016\/j.chb.2015.01.066","journal-title":"Comput. Hum. Behav."},{"key":"21_CR3","doi-asserted-by":"publisher","first-page":"153","DOI":"10.1016\/j.apergo.2018.01.009","volume":"69","author":"T Rose","year":"2018","unstructured":"Rose, T., Nam, C.S., Chen, K.B.: Immersion of virtual reality for rehabilitation - review. Appl. Ergon. 69, 153\u2013161 (2018). https:\/\/doi.org\/10.1016\/j.apergo.2018.01.009","journal-title":"Appl. Ergon."},{"key":"21_CR4","doi-asserted-by":"publisher","first-page":"72","DOI":"10.1016\/j.compedu.2016.02.008","volume":"96","author":"TC Huang","year":"2016","unstructured":"Huang, T.C., Chen, C.C., Chou, Y.W.: Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment. Comput. Educ. 96, 72\u201382 (2016). https:\/\/doi.org\/10.1016\/j.compedu.2016.02.008","journal-title":"Comput. Educ."},{"key":"21_CR5","doi-asserted-by":"publisher","first-page":"13","DOI":"10.1016\/j.jhlste.2017.05.002","volume":"21","author":"C Schott","year":"2017","unstructured":"Schott, C.: Virtual fieldtrips and climate change education for tourism students. J. Hosp. Leis. Sport Tour. Educ. 21, 13\u201322 (2017). https:\/\/doi.org\/10.1016\/j.jhlste.2017.05.002","journal-title":"J. Hosp. Leis. Sport Tour. Educ."},{"key":"21_CR6","doi-asserted-by":"publisher","unstructured":"Gasselseder, H.-P.: Dynamic music and immersion in the action-adventure an empirical investigation. In: Proceedings of the 9th Audio Mostly on A Conference on Interaction With Sound - AM 2014, pp. 1\u20138 (2014). https:\/\/doi.org\/10.1145\/2636879.2636908","DOI":"10.1145\/2636879.2636908"},{"key":"21_CR7","doi-asserted-by":"publisher","unstructured":"Liszio, S., Emmerich, K., Masuch, M.: The influence of social entities in virtual reality games on player experience and immersion. In: Proceedings of the International Conference on the Foundations of Digital Games - FDG 2017, pp. 1\u201310 (2017). https:\/\/doi.org\/10.1145\/3102071.3102086","DOI":"10.1145\/3102071.3102086"},{"key":"21_CR8","doi-asserted-by":"publisher","DOI":"10.1109\/QoMEX.2017.7965655","author":"C Zhang","year":"2017","unstructured":"Zhang, C., Perkis, A., Arndt, S.: Spatial immersion versus emotional immersion. Which More Immersive (2017). https:\/\/doi.org\/10.1109\/QoMEX.2017.7965655","journal-title":"Which More Immersive"},{"key":"21_CR9","doi-asserted-by":"publisher","unstructured":"Pyae, A., Luimula, M., Smed, J.: Investigating players\u2019 engagement, immersion, and experiences in playing Pok\u00e9mon go. In: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition - C&C 2017, pp. 247\u2013251 (2017). https:\/\/doi.org\/10.1145\/3059454.3078859","DOI":"10.1145\/3059454.3078859"},{"key":"21_CR10","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"102","DOI":"10.1007\/978-3-540-74889-2_10","volume-title":"Affective Computing and Intelligent Interaction","author":"N Bianchi-Berthouze","year":"2007","unstructured":"Bianchi-Berthouze, N., Kim, W.W., Patel, D.: Does body movement engage you more in digital game play? and why? In: Paiva, A.C.R., Prada, R., Picard, R.W. (eds.) ACII 2007. LNCS, vol. 4738, pp. 102\u2013113. Springer, Heidelberg (2007). https:\/\/doi.org\/10.1007\/978-3-540-74889-2_10"},{"key":"21_CR11","doi-asserted-by":"publisher","unstructured":"Men, L., Bryan-Kinns, N., Hassard, A.S., Ma, Z.: The impact of transitions on user experience in virtual reality. In: Proceedings - IEEE Virtual Reality, pp. 285\u2013286 (2017). https:\/\/doi.org\/10.1109\/VR.2017.7892288","DOI":"10.1109\/VR.2017.7892288"},{"key":"21_CR12","doi-asserted-by":"publisher","unstructured":"Jennett, C., Cox, A., Cairns, P.: Investigating computer game immersion and the component real world dissociation. In: Proceedings of the 27th international conference extended abstracts on Human factors in computing systems CHI EA 2009, pp. 3407\u20133412 (2009). https:\/\/doi.org\/10.1145\/1520340.1520494","DOI":"10.1145\/1520340.1520494"},{"key":"21_CR13","doi-asserted-by":"publisher","unstructured":"Nacke, L.E., Lindley, C.A.: Flow and immersion in first-person shooters: measuring the player\u2019s gameplay experience. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share, pp. 81\u201388 (2008). https:\/\/doi.org\/10.1145\/1496984.1496998","DOI":"10.1145\/1496984.1496998"},{"key":"21_CR14","doi-asserted-by":"publisher","unstructured":"Kovacevic, N., Ritter, P., Tays, W., Moreno, S., McIntosh, A.R.: \u2018My virtual dream\u2019: collective neurofeedback in an immersive art environment. PLOS ONE. 10, e0130129 (2015). https:\/\/doi.org\/10.1371\/journal.pone.0130129","DOI":"10.1371\/journal.pone.0130129"},{"key":"21_CR15","unstructured":"Kumar, R., Sharma, G., Kumar, L., Chandra, S.: Effect of Immersion (2D vs . 3D) on Attention through Virtual Reality. Int. J. Sci. Res. (IJSR). 6, 2015\u20132018 (2017)"},{"key":"21_CR16","unstructured":"Spire.io: spire.io. https:\/\/spire.io\/pages\/science. Accessed 30 Aug 2018"},{"key":"21_CR17","series-title":"Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering","doi-asserted-by":"publisher","first-page":"73","DOI":"10.1007\/978-3-642-30214-5_9","volume-title":"Intelligent Technologies for Interactive Entertainment","author":"J Nijhar","year":"2012","unstructured":"Nijhar, J., Bianchi-Berthouze, N., Boguslawski, G.: Does movement recognition precision affect the player experience in exertion games? In: Camurri, A., Costa, C. (eds.) INTETAIN 2011. LNICSSITE, vol. 78, pp. 73\u201382. Springer, Heidelberg (2012). https:\/\/doi.org\/10.1007\/978-3-642-30214-5_9"},{"key":"21_CR18","series-title":"Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering","doi-asserted-by":"publisher","first-page":"E1","DOI":"10.1007\/978-3-642-02315-6_30","volume-title":"Intelligent Technologies for Interactive Entertainment","author":"A Nijholt","year":"2017","unstructured":"Nijholt, A., Reidsma, D., Hondorp, H.: Erratum to: intelligent technologies for interactive entertainment. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds.) INTETAIN 2009. LNICSSITE, vol. 9, pp. E1\u2013E1. Springer, Heidelberg (2017). https:\/\/doi.org\/10.1007\/978-3-642-02315-6_30"},{"key":"21_CR19","unstructured":"en.wikipedia.org: en.wikipedia.org. https:\/\/en.wikipedia.org\/wiki\/Kinect_Sports:_Season_Two. Accessed 04 Jun 2018"},{"key":"21_CR20","unstructured":"Jumpido.com: jumpido.com. http:\/\/www.jumpido.com\/en. Accessed 29 Aug 2018"},{"key":"21_CR21","unstructured":"Choosemuse.com: Choosemuse.com. http:\/\/www.choosemuse.com\/blog\/a-deep-dive-into-brainwaves-brainwave-frequencies-explained\/. Accessed 19 Aug 2018"}],"container-title":["Lecture Notes in Networks and Systems","Advances in Usability, User Experience, Wearable and Assistive Technology"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-030-80091-8_21","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,7,7]],"date-time":"2021-07-07T04:12:14Z","timestamp":1625631134000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-030-80091-8_21"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021]]},"ISBN":["9783030800901","9783030800918"],"references-count":21,"URL":"https:\/\/doi.org\/10.1007\/978-3-030-80091-8_21","relation":{},"ISSN":["2367-3370","2367-3389"],"issn-type":[{"type":"print","value":"2367-3370"},{"type":"electronic","value":"2367-3389"}],"subject":[],"published":{"date-parts":[[2021]]},"assertion":[{"value":"8 July 2021","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}},{"value":"AHFE","order":1,"name":"conference_acronym","label":"Conference Acronym","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"International Conference on Applied Human Factors and Ergonomics","order":2,"name":"conference_name","label":"Conference Name","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"2021","order":5,"name":"conference_year","label":"Conference Year","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"25 July 2021","order":7,"name":"conference_start_date","label":"Conference Start Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"29 July 2021","order":8,"name":"conference_end_date","label":"Conference End Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"ahfe2021","order":10,"name":"conference_id","label":"Conference ID","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"http:\/\/2021.ahfe.org\/index.html","order":11,"name":"conference_url","label":"Conference URL","group":{"name":"ConferenceInfo","label":"Conference Information"}}]}}