{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,18]],"date-time":"2026-06-18T16:02:49Z","timestamp":1781798569104,"version":"3.54.5"},"reference-count":88,"publisher":"MDPI AG","issue":"14","license":[{"start":{"date-parts":[[2021,7,7]],"date-time":"2021-07-07T00:00:00Z","timestamp":1625616000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"DOI":"10.13039\/501100010198","name":"Ministerio de Econom\u00eda, Industria y Competitividad, Gobierno de Espa\u00f1a","doi-asserted-by":"publisher","award":["BIA2016-77464-C2-2-R"],"award-info":[{"award-number":["BIA2016-77464-C2-2-R"]}],"id":[{"id":"10.13039\/501100010198","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Sensors"],"abstract":"<jats:p>An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action\/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.<\/jats:p>","DOI":"10.3390\/s21144663","type":"journal-article","created":{"date-parts":[[2021,7,7]],"date-time":"2021-07-07T12:31:25Z","timestamp":1625661085000},"page":"4663","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":43,"title":["Gamification and Hazard Communication in Virtual Reality: A Qualitative Study"],"prefix":"10.3390","volume":"21","author":[{"given":"Janaina","family":"Cavalcanti","sequence":"first","affiliation":[{"name":"Institute for Research and Innovation in Bioengineering (I3B), Universitat Polit\u00e8cnica de Val\u00e8ncia, Camino de Vera s\/n, 46022 Valencia, Spain"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Victor","family":"Valls","sequence":"additional","affiliation":[{"name":"Architecture Department, La Salle Campus Barcelona, Ramon Llull University, 2 Quatre Camins St., 08022 Barcelona, Spain"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6081-9988","authenticated-orcid":false,"given":"Manuel","family":"Contero","sequence":"additional","affiliation":[{"name":"Institute for Research and Innovation in Bioengineering (I3B), Universitat Polit\u00e8cnica de Val\u00e8ncia, Camino de Vera s\/n, 46022 Valencia, Spain"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-9471-153X","authenticated-orcid":false,"given":"David","family":"Fonseca","sequence":"additional","affiliation":[{"name":"Architecture Department, La Salle Campus Barcelona, Ramon Llull University, 2 Quatre Camins St., 08022 Barcelona, Spain"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2021,7,7]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"326","DOI":"10.1016\/j.apergo.2017.07.011","article-title":"Connoted Hazard and Perceived Importance of Fluorescent, Neon, and Standard Safety Colors","volume":"65","author":"Zielinska","year":"2017","journal-title":"Appl. Ergon."},{"key":"ref_2","doi-asserted-by":"crossref","first-page":"14370","DOI":"10.3390\/s150614370","article-title":"Managing Emergency Situations in the Smart City: The Smart Signal","volume":"15","author":"Asensio","year":"2015","journal-title":"Sensors"},{"key":"ref_3","doi-asserted-by":"crossref","first-page":"1129","DOI":"10.3801\/IAFSS.FSS.11-1129","article-title":"Experimental and Survey Studies on the Effectiveness of Dynamic Signage Systems","volume":"11","author":"Hui","year":"2014","journal-title":"Fire Safety Sci."},{"key":"ref_4","doi-asserted-by":"crossref","first-page":"467","DOI":"10.1016\/j.apergo.2006.04.020","article-title":"Safety Communications: Warnings","volume":"37","author":"Laughery","year":"2006","journal-title":"Appl. Ergon."},{"key":"ref_5","doi-asserted-by":"crossref","first-page":"964","DOI":"10.1177\/0018720812465006","article-title":"Using Virtual Reality to Assess User Experience","volume":"54","author":"Rebelo","year":"2012","journal-title":"Hum. Factors"},{"key":"ref_6","doi-asserted-by":"crossref","unstructured":"Escalona, F., Martinez-Martin, E., Cruz, E., Cazorla, M., and Gomez-Donoso, F. (2020). EVA: EVAluating at-Home Rehabilitation Exercises Using Augmented Reality and Low-Cost Sensors. Virtual Real., 24.","DOI":"10.1007\/s10055-019-00419-4"},{"key":"ref_7","doi-asserted-by":"crossref","unstructured":"Du Vignaux, M.M., L\u00e9ger, P.-M., Charland, P., Salame, Y., Durand, E., Bouillot, N., Pardoen, M., and S\u00e9n\u00e9cal, S. (2021). An Exploratory Study on the Impact of Collective Immersion on Learning and Learning Experience. Multimodal Technol. Interact., 5.","DOI":"10.3390\/mti5040017"},{"key":"ref_8","doi-asserted-by":"crossref","first-page":"16314","DOI":"10.3390\/s150716314","article-title":"A Smart City Lighting Case Study on an OpenStack-Powered Infrastructure","volume":"15","author":"Merlino","year":"2015","journal-title":"Sensors"},{"key":"ref_9","doi-asserted-by":"crossref","unstructured":"Mar\u00edn-Morales, J., Llinares, C., Guixeres, J., and Alca\u00f1iz, M. (2020). Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. Sensors, 20.","DOI":"10.3390\/s20185163"},{"key":"ref_10","unstructured":"Yu, S., Ally, M., and Tsinakos, A. (2018). Mobile Virtual Reality: A Promising Technology to Change the Way We Learn and Teach. Mobile and Ubiquitous Learning: An International Handbook, Springer."},{"key":"ref_11","doi-asserted-by":"crossref","unstructured":"Varela-Ald\u00e1s, J., Palacios-Navarro, G., Amariglio, R., and Garc\u00eda-Magari\u00f1o, I. (2020). Head-Mounted Display-Based Application for Cognitive Training. Sensors, 20.","DOI":"10.3390\/s20226552"},{"key":"ref_12","doi-asserted-by":"crossref","first-page":"133","DOI":"10.1007\/s10055-020-00447-5","article-title":"Comparing the Effectiveness of Fire Extinguisher Virtual Reality and Video Training","volume":"25","author":"Lovreglio","year":"2021","journal-title":"Virtual Real."},{"key":"ref_13","unstructured":"Winn, W., Windschitl, M., Fruland, R., and Lee, Y. (2002, January 23\u201326). When Does Immersion Ina a Virtual Environmment Helps Students Construct Understanding?. Proceedings of the International Conference of the Learning Societis, Seattle, WA, USA."},{"key":"ref_14","first-page":"93","article-title":"Operationalising Gamification in an Educational Authentic Environment","volume":"2012","author":"Reiners","year":"2012","journal-title":"IADIS Int. Conf. Internet Technol. Soc."},{"key":"ref_15","unstructured":"Bell, J.T., Fogler, H.S., and Arbor, A. (2004, January 27\u201331). The Application of Virtual Reality to Chemical Engineering Education. Proceedings of the IEEE Virtual Reality 2004, Chicago, IL, USA."},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"23","DOI":"10.1109\/38.626965","article-title":"Using Virtual Environments to Train Firefighters","volume":"17","author":"Tate","year":"1997","journal-title":"IEEE Comput. Graph. Appl."},{"key":"ref_17","doi-asserted-by":"crossref","unstructured":"Vince, J. (2004). Introduction to Virtual Reality [Electronic Resource], Springer. [1st ed.].","DOI":"10.1007\/978-0-85729-386-2_1"},{"key":"ref_18","unstructured":"Jacko, J.A. (2007). Applications of Virtual Reality in Product Design Evaluation BT\u2014Human-Computer Interaction. HCI Applications and Services, Springer."},{"key":"ref_19","unstructured":"Gal\u00e1n, J., Garc\u00eda-Garc\u00eda, C., Felip, F., and Contero, M. (2011). Does a Presentation Media Influence the Evaluation of Consumer Products? A Comparative Study to Evaluate Virtual Reality, Virtual Reality with Passive Haptics and a Real Setting. Int. J. Interact. Multimed. Artif. Intell."},{"key":"ref_20","doi-asserted-by":"crossref","unstructured":"Ayanoglu, H., Duarte, E., Teles, J., Noriega, P., and Rebelo, F. (2016). Hazard Perception of 3D Household Packages: A Study Using a Virtual Environment, CRC Press.","DOI":"10.1201\/9781315367668-24"},{"key":"ref_21","unstructured":"Fonseca, D., Pifarr\u00e9, M., Redondo, E., Alitany, A., and Riera, A. (2013, January 19\u201322). Combination of Qualitative and Quantitative Techniques in the Analysis of New Technologies Implementation in Education: Using Augmented Reality in the Visualization of Architectural Projects. Proceedings of the Iberian Conference on Information Systems and Technologies (CISTI), Lisboa, Portugal."},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"661","DOI":"10.1016\/j.compedu.2012.03.004","article-title":"A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games","volume":"59","author":"Connolly","year":"2012","journal-title":"Comput. Educ."},{"key":"ref_23","doi-asserted-by":"crossref","first-page":"29","DOI":"10.1016\/j.compedu.2013.07.033","article-title":"Effectiveness of Virtual Reality-Based Instruction on Students\u2019 Learning Outcomes in K-12 and Higher Education: A Meta-Analysis","volume":"70","author":"Merchant","year":"2014","journal-title":"Comput. Educ."},{"key":"ref_24","doi-asserted-by":"crossref","first-page":"16","DOI":"10.1109\/TLT.2018.2823710","article-title":"Adaptive Gamification for Learning Environments","volume":"12","author":"Monterrat","year":"2019","journal-title":"IEEE Trans. Learn. Technol."},{"key":"ref_25","unstructured":"Koster, R. (2013). A Theory of Fun for Game Design, O\u2019Reilly Media, Inc.. [2nd ed.]."},{"key":"ref_26","doi-asserted-by":"crossref","first-page":"172","DOI":"10.18261\/ISSN1891-943X-2006-03-02","article-title":"Are Video Games Good for Learning?","volume":"1","author":"Gee","year":"2006","journal-title":"Nord. J. Digit. Lit."},{"key":"ref_27","unstructured":"Shute, V.J., Ventura, M., Zapata-rivera, D., and Bauer, M. (2009). Melding the Power of Serious Games and Embeded Assessment to Monitor and Foster Learning Flow and Grow. Serious Games: Mechanisms and Effects, Routkedge."},{"key":"ref_28","doi-asserted-by":"crossref","unstructured":"Nedel, L., Menin, A., de Souza, V.C., Sebben, L., Oliveira, J., Faria, F., and Maciel, A. (2016). Using Immersive Virtual Reality to Reduce Work Accidents in Developing Countris. Vis. Comput. Prog. Dev. Ctries., 36\u201346.","DOI":"10.1109\/MCG.2016.19"},{"key":"ref_29","doi-asserted-by":"crossref","first-page":"311","DOI":"10.1007\/s10209-014-0361-4","article-title":"Mixed-Methods Research: A New Approach to Evaluating the Motivation and Satisfaction of University Students Using Advanced Visual Technologies","volume":"14","author":"Fonseca","year":"2015","journal-title":"Univers. Access Inf. Soc."},{"key":"ref_30","doi-asserted-by":"crossref","unstructured":"Norman, D., Miller, J., and Henderson, A. (1995). What You See, Some of What\u2019s in the Future, And How We Go About Doing It: HI at Apple Computer, Association for Computing Machinery.","DOI":"10.1145\/223355.223477"},{"key":"ref_31","doi-asserted-by":"crossref","unstructured":"Fonseca, D., Cavalcanti, J., Pe\u00f1a, E., Valls, V., Sanchez-Sep\u00falveda, M., Moreira, F., Navarro, I., and Redondo, E. (2021). Mixed Assessment of Virtual Serious Games Applied in Architectural and Urban Design Education. Sensors, 21.","DOI":"10.3390\/s21093102"},{"key":"ref_32","doi-asserted-by":"crossref","unstructured":"Pifarreacute, M., Sorribas, X., and Villegas, E. (2009). BLA (Bipolar Laddering) Applied to YouTube. Performing Postmodern Psychology Paradigms in User Experience Field. Advanced Technologies, Intech Open.","DOI":"10.5772\/8233"},{"key":"ref_33","doi-asserted-by":"crossref","first-page":"64","DOI":"10.4995\/ega.2016.4730","article-title":"Mobile Device Based Teaching. New Challenges in Architectural Representation Education. Case of Study: The \u201cTianguis\u201d in Tonal\u00e1, Jalisco, Mexico","volume":"21","author":"Redondo","year":"2016","journal-title":"EGA Rev. Expr. Graf. Arquit."},{"key":"ref_34","doi-asserted-by":"crossref","unstructured":"Redondo, E., Fonseca, D., S\u00e1nchez-Sep\u00falveda, M., Zapata, H., Navarro, I., Gimenez, L., and P\u00e9rez, M.A. (2020). Edugame4city. A Gamification for Architecture Students. Viability Study Applied to Urban Design. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer.","DOI":"10.1007\/978-3-030-50506-6_22"},{"key":"ref_35","doi-asserted-by":"crossref","unstructured":"Redondo, E., Zapata, H., Navarro, I., Fonseca, D., Gimenez, L., P\u00e9rez, M.\u00c1., and S\u00e1nchez-Sep\u00falveda, M. (2020). Game4city. Gamification for Citizens through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public Events. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer.","DOI":"10.1007\/978-3-030-50506-6_23"},{"key":"ref_36","doi-asserted-by":"crossref","first-page":"371","DOI":"10.1016\/j.future.2018.08.016","article-title":"Virtual Interactive Innovations Applied for Digital Urban Transformations. Mixed Approach","volume":"91","author":"Fonseca","year":"2019","journal-title":"Futur. Gener. Comput. Syst."},{"key":"ref_37","unstructured":"Zaphiris, P., and Ioannou, A.I. (2018). Programming Virtual Interactions for Gamified Educational Proposes of Urban Spaces. LCT 2018, LNCS 10925, Springer International Publishing AG."},{"key":"ref_38","doi-asserted-by":"crossref","first-page":"504","DOI":"10.1016\/j.chb.2015.05.032","article-title":"Informal Interactions in 3D Education: Citizenship Participation and Assessment of Virtual Urban Proposals","volume":"55","author":"Fonseca","year":"2016","journal-title":"Comput. Human Behav."},{"key":"ref_39","doi-asserted-by":"crossref","first-page":"940","DOI":"10.1177\/0735633117733995","article-title":"Assessment of Wearable Virtual Reality Technology for Visiting World Heritage Buildings: An Educational Approach","volume":"56","author":"Fonseca","year":"2018","journal-title":"J. Educ. Comput. Res."},{"key":"ref_40","doi-asserted-by":"crossref","first-page":"50","DOI":"10.4018\/IJTHI.2017100104","article-title":"Virtual Reality Using Smart-Devices in Educational Frameworks: Case Study: Museum Casa Batll\u00f3","volume":"13","author":"Navarro","year":"2017","journal-title":"Int. J. Technol. Hum. Interact."},{"key":"ref_41","doi-asserted-by":"crossref","unstructured":"Redondo, E., Fonseca, D., Gim\u00e9nez, L., Santana, G., and Navarro, I. (2012). Digital Literacy for the Teaching of Architecture. A Case Study. Arquitetura Rev., 8.","DOI":"10.4013\/arq.2012.81.08"},{"key":"ref_42","doi-asserted-by":"crossref","first-page":"287","DOI":"10.1007\/978-3-319-77700-9_29","article-title":"Bipolar Laddering Assessments Applied to Urban Acoustics Education","volume":"Volume 747","author":"Llorca","year":"2018","journal-title":"Advances in Intelligent Systems and Computing"},{"key":"ref_43","doi-asserted-by":"crossref","unstructured":"Zaphiris, P., and Ioannou, A. (2020). A Comparative Study of the Application of Lesson Study in Different University Learning Environments. Learning and Collaboration Technologies. Designing, Developing and Deploying Learning Experiences, Springer International Publishing.","DOI":"10.1007\/978-3-030-50513-4"},{"key":"ref_44","doi-asserted-by":"crossref","unstructured":"Gomez, M.J., Ruip\u00e9rez-Valiente, J.A., Mart\u00ednez, P.A., and Kim, Y.J. (2021). Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game. Sensors, 21.","DOI":"10.3390\/s21041025"},{"key":"ref_45","first-page":"24","article-title":"Teaching and Learning Modelling and Specification Based on Gamification","volume":"2020","author":"Moreira","year":"2020","journal-title":"Iber. Conf. Inf. Syst. Technol. Cist."},{"key":"ref_46","doi-asserted-by":"crossref","unstructured":"Daniela, L. (2019). Developing Smart Learning Environments Using Gamification Techniques and Video Game Technologies. Didactics of Smart Pedagogy: Smart Pedagogy for Technology Enhanced Learning, Springer International Publishing.","DOI":"10.1007\/978-3-030-01551-0"},{"key":"ref_47","doi-asserted-by":"crossref","unstructured":"Uskov, V., Howlett, R., and Jain, L. (2020). Smart Education and E-Learning 2020, Springer.","DOI":"10.1007\/978-981-15-5584-8"},{"key":"ref_48","doi-asserted-by":"crossref","unstructured":"Sen, A., Chuen, C.L.K., and Zay Hta, A.C. (2018). Toward Smart Learning Environments: Affordances and Design Architecture of Augmented Reality (AR) Applications in Medical Education. Smart Innovation, Systems and Technologies, Springer.","DOI":"10.1007\/978-981-10-5828-8_80"},{"key":"ref_49","doi-asserted-by":"crossref","unstructured":"Park, S.-J., Joo, M.-I., and Kim, H.-C. (2018). Virtual Reality Based Smart Learning System Design for Forensic Medicine. Adv. Sci. Lett., 24.","DOI":"10.1166\/asl.2018.11848"},{"key":"ref_50","doi-asserted-by":"crossref","first-page":"126","DOI":"10.1016\/j.apergo.2015.03.006","article-title":"The Effect of User\u2019s Perceived Presence and Promotion Focus on Usability for Interacting in Virtual Environments","volume":"50","author":"Sun","year":"2015","journal-title":"Appl. Ergon."},{"key":"ref_51","doi-asserted-by":"crossref","first-page":"529","DOI":"10.1109\/TVCG.2015.2391853","article-title":"Assessing Knowledge Retention of an Immersive Serious Game vs. A Traditional Education Method in Aviation Safety","volume":"21","author":"Chittaro","year":"2015","journal-title":"IEEE Trans. Vis. Comput. Graph."},{"key":"ref_52","first-page":"713","article-title":"A Framework for Using Mobile Based Virtual Reality and Augmented Reality for Experiential Construction Safety Education","volume":"31","author":"Le","year":"2015","journal-title":"Int. J. Eng. Educ"},{"key":"ref_53","unstructured":"Bell, J.T., and Fogler, H.S. (2000, January 18\u201321). A Virtual Reality Safety and Hazard Analysis Simulation. Proceedings of the ASEE Annual Conference, St. Louis, MI, USA."},{"key":"ref_54","doi-asserted-by":"crossref","first-page":"6313","DOI":"10.1016\/j.promfg.2015.07.946","article-title":"Methodological Approaches for Use Virtual Reality to Develop Emergency Evacuation Simulations for Training, in Emergency Situations","volume":"3","author":"Bernardes","year":"2015","journal-title":"Procedia Manuf."},{"key":"ref_55","doi-asserted-by":"crossref","unstructured":"Ponce, H., Mart\u00ednez-Villase\u00f1or, L., Brieva, J., and Moya-Albor, E. (2020). Multi-Sensor System, Gamification, and Artificial Intelligence for Benefit Elderly People. Challenges and Trends in Multimodal Fall Detection for Healthcare, Springer International Publishing.","DOI":"10.1007\/978-3-030-38748-8"},{"key":"ref_56","doi-asserted-by":"crossref","unstructured":"Villegas, E., Fonseca, D., Pe\u00f1a, E., Bonet, P., and Fern\u00e1ndez-guinea, S. (2021). Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics. Sensors, 21.","DOI":"10.3390\/s21072556"},{"key":"ref_57","doi-asserted-by":"crossref","unstructured":"Vilar, E., Rebelo, F., and Noriega, P. (2018). Smart Systems in Emergency Wayfinding: A Literature Review. Design, User Experience, and Usability: Designing Interactions, Springer.","DOI":"10.1007\/978-3-319-91803-7_28"},{"key":"ref_58","first-page":"5","article-title":"Behavioral Compliance for Dynamic versus Static Signs in an Immersive Virtual Environment","volume":"45","author":"Duarte","year":"2013","journal-title":"Appl. Ergon."},{"key":"ref_59","first-page":"530","article-title":"A Pilot Study Using Virtual Reality to Investigate the Effects of Emergency Egress Signs Competing with Environmental Variables on Route Choices","volume":"8519","author":"Vilar","year":"2014","journal-title":"Des. User Exp. Usability. User Exp. Des. Everyday Life Appl. Serv."},{"key":"ref_60","unstructured":"Duarte, E., and Rebelo, F. (2008, January 14\u201317). Potential Uses of Virtual Reality to Evaluate Behavioral Compliance with Warnings. Proceedings of the 2008 AHFE International Conference, Las Vegas, NV, USA."},{"key":"ref_61","doi-asserted-by":"crossref","first-page":"526","DOI":"10.1002\/hfm.20242","article-title":"Virtual Reality and Its Potential for Evaluating Warning Compliance","volume":"20","author":"Duarte","year":"2010","journal-title":"Hum. Factors Ergon. Manuf. Serv. Ind."},{"key":"ref_62","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1002\/hfm.10049","article-title":"Potential Uses of Technology to Communicate Risk in Manufacturing","volume":"14","author":"Wogalter","year":"2004","journal-title":"Hum. Factors Ergon. Manuf."},{"key":"ref_63","doi-asserted-by":"crossref","first-page":"522","DOI":"10.1080\/00140130400029258","article-title":"Providing Cognitive Support with Technology-Based Warning Systems","volume":"48","author":"Wogalter","year":"2005","journal-title":"Ergonomics"},{"key":"ref_64","doi-asserted-by":"crossref","first-page":"347","DOI":"10.1002\/bdm.1946","article-title":"Caution! Warnings as a Useless Countermeasure to Reduce Overconfidence? An Experimental Evaluation in Light of Enhanced and Dynamic Warning Designs","volume":"30","author":"Schall","year":"2017","journal-title":"J. Behav. Decis. Mak."},{"key":"ref_65","doi-asserted-by":"crossref","first-page":"84","DOI":"10.1016\/j.apergo.2016.08.029","article-title":"Dissuasive Exit Signage for Building Fire Evacuation","volume":"59","author":"Olander","year":"2017","journal-title":"Appl. Ergon."},{"key":"ref_66","doi-asserted-by":"crossref","first-page":"270","DOI":"10.1080\/00140130802295564","article-title":"Applied Attention Theory","volume":"52","author":"Hockey","year":"2009","journal-title":"Ergonomic"},{"key":"ref_67","unstructured":"Barot, C., Burkhardt, J.-M., Lourdeaux, D., and Lenne, D. (2011, January 20\u201321). V3S, a Virtual Environment for Risk Management Training. Proceedings of the JVRC11: Joint Virtual Reality Conference of EGVE-EuroVR, Nottingham, UK."},{"key":"ref_68","first-page":"23","article-title":"HERA: Lear Ner Tr Acking in a Vir Tual Environment","volume":"7","author":"Amokrane","year":"2008","journal-title":"Int. J. Virtual Real."},{"key":"ref_69","doi-asserted-by":"crossref","first-page":"1005","DOI":"10.1016\/j.aap.2007.11.009","article-title":"Warning Symbols as Reminders of Hazards: Impact of Training","volume":"40","author":"Lesch","year":"2008","journal-title":"Accid. Anal. Prev."},{"key":"ref_70","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1016\/j.advengsoft.2013.10.004","article-title":"A Virtual Reality Based Fire Training Simulator with Smoke Hazard Assessment Capacity","volume":"68","author":"Xu","year":"2014","journal-title":"Adv. Eng. Softw."},{"key":"ref_71","doi-asserted-by":"crossref","first-page":"33","DOI":"10.1007\/PL00011519","article-title":"Exploring the Suitability of Virtual Environments for Safety Training: Signals, Norms and Ambiguity in a Simulated Emergency Escape","volume":"3","author":"Mantovani","year":"2001","journal-title":"Cogn. Technol. Work"},{"key":"ref_72","doi-asserted-by":"crossref","first-page":"3549","DOI":"10.1098\/rstb.2009.0138","article-title":"Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments","volume":"364","author":"Slater","year":"2009","journal-title":"Philos. Trans. R. Soc. Lond. B. Biol. Sci."},{"key":"ref_73","doi-asserted-by":"crossref","first-page":"6","DOI":"10.3389\/neuro.09.006.2008","article-title":"Towards a Digital Body: The Virtual Arm Illusion","volume":"2","author":"Slater","year":"2008","journal-title":"Front. Hum. Neurosci."},{"key":"ref_74","unstructured":"Vive (2020, December 30). What Is the Recommended Space for the Play Area?. Available online: https:\/\/www.vive.com\/us\/support\/vive\/category_howto\/what-is-the-recommended-space-for-play-area.html."},{"key":"ref_75","doi-asserted-by":"crossref","unstructured":"Niehorster, D.C., Li, L., and Lappe, M. (2017). The Accuracy and Precision of Position and Orientation Tracking in the HTC Vive Virtual Reality System for Scientific Research. Iperception, 8.","DOI":"10.1177\/2041669517708205"},{"key":"ref_76","unstructured":"Unity Technologies (2020, December 30). Powerful 2D, 3D, VR, & AR Software for Cross-Platform Development of Games and Mobile Apps. Available online: https:\/\/store.unity.com\/#plans-individual."},{"key":"ref_77","unstructured":"\u0160m\u00edd, A. (2017). Comparison of Unity and Unreal Engine, Czech Tecnhical University."},{"key":"ref_78","doi-asserted-by":"crossref","first-page":"1893","DOI":"10.1007\/s11135-017-0574-8","article-title":"Saturation in Qualitative Research: Exploring Its Conceptualization and Operationalization","volume":"52","author":"Saunders","year":"2018","journal-title":"Qual. Quant."},{"key":"ref_79","doi-asserted-by":"crossref","first-page":"542","DOI":"10.1016\/j.chb.2015.02.028","article-title":"Temporal Dynamics in the Relation between Presence and Fear in Virtual Reality","volume":"48","author":"Peperkorn","year":"2015","journal-title":"Comput. Human Behav."},{"key":"ref_80","doi-asserted-by":"crossref","unstructured":"Bouchard, S., St-Jacques, J., Robillard, G., and Renaud, P. (2008). Anxiety Increases the Feeling of Presence in Virtual Reality. Presence: Teleoperators and Virtual Environments, MIT Press.","DOI":"10.1162\/pres.17.4.376"},{"key":"ref_81","doi-asserted-by":"crossref","unstructured":"Chittaro, L., and Ranon, R. (2009, January 23\u201324). Serious Games for Training Occupants of a Building in Personal Fire Safety Skills. Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, Coventry, UK.","DOI":"10.1109\/VS-GAMES.2009.8"},{"key":"ref_82","doi-asserted-by":"crossref","first-page":"380","DOI":"10.1089\/cyber.2015.0326","article-title":"Identifying Anxiety Through Tracked Head Movemnts in a Virtual Classroom","volume":"19","author":"Won","year":"2016","journal-title":"Cyberpsychol. Behav. Soc. Netw."},{"key":"ref_83","unstructured":"Werbach, K., and Hunter, D. (2015). The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win, Wharton Digital Press."},{"key":"ref_84","first-page":"417","article-title":"Learning Room Acoustics by Design: A Project-Based Experience","volume":"35","author":"Redondo","year":"2019","journal-title":"Int. J. Eng. Educ."},{"key":"ref_85","doi-asserted-by":"crossref","unstructured":"Valerie Jane, G. (2019). Measures of Situational Awareness, CRC Press.","DOI":"10.1201\/9780429001024-3"},{"key":"ref_86","doi-asserted-by":"crossref","first-page":"3427","DOI":"10.3233\/WOR-2012-0619-3427","article-title":"Ergonomic Analysis of Safety Signs: A Focus of Informational and Cultural Ergonomics","volume":"41","author":"Cavalcanti","year":"2012","journal-title":"Work"},{"key":"ref_87","doi-asserted-by":"crossref","first-page":"4","DOI":"10.3389\/frobt.2020.00004","article-title":"Virtual Reality Is Sexist: But It Does Not Have to Be","volume":"7","author":"Stanney","year":"2020","journal-title":"Front. Robot. AI"},{"key":"ref_88","doi-asserted-by":"crossref","first-page":"1643","DOI":"10.1016\/j.chb.2007.06.005","article-title":"Spatial Navigation in Large-Scale Virtual Environments: Gender Differences in Survey Tasks","volume":"24","author":"Castelli","year":"2008","journal-title":"Comput. Human Behav."}],"container-title":["Sensors"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/1424-8220\/21\/14\/4663\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T06:27:19Z","timestamp":1760164039000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/1424-8220\/21\/14\/4663"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,7,7]]},"references-count":88,"journal-issue":{"issue":"14","published-online":{"date-parts":[[2021,7]]}},"alternative-id":["s21144663"],"URL":"https:\/\/doi.org\/10.3390\/s21144663","relation":{},"ISSN":["1424-8220"],"issn-type":[{"value":"1424-8220","type":"electronic"}],"subject":[],"published":{"date-parts":[[2021,7,7]]}}}