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This dataset accompanies the paper “Self-Attribution of Distorted Reaching Movements in Immersive Virtual Reality” published in the Computer and Graphics journal from Elsevier. It contains 3 datasets related to the experiments described in the paper. All datasets are in “.csv” format and can be easily loaded by statistical analysis tools (e.g. a dataset can be loaded in r using the command read.csv(“filename.csv”)). It also contains the C# Unity implementation of the distortion function presented in the paper. Paper reference: Galvan Debarba H, Boulic R, Salomon R, Blanke O, Herbelin B. Self-Attribution of Distorted Reaching Movements in Immersive Virtual Reality. Computers & Graphics. 2018; ISSN 0097-8493. Elsevier. DOI: doi.org/10.1016/j.cag.2018.09.001
Evaluation, Virtual reality, Self-attribution
Evaluation, Virtual reality, Self-attribution
citations This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 3 | |
popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
views | 4 | |
downloads | 5 |