Mila Bujic

Orcid: 0000-0002-4171-4806

According to our database1, Mila Bujic authored at least 23 papers between 2020 and 2025.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

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Bibliography

2025
Correction: Embodiment in virtual reality: an experiment on how visual and aural first- and third-person modes affect embodiment and mindfulness.
Virtual Real., September, 2025

Embodiment in virtual reality: an experiment on how visual and aural First- and Third-person modes affect embodiment and mindfulness.
Virtual Real., June, 2025

Are We in This Together? Investigating the Relationship of Avatar Customisation, Social Presence, and Communication Outcomes in Collaborative Embodied Virtual Reality.
Proc. ACM Hum. Comput. Interact., 2025

Natural manipulation of virtual reality: The effects of kinesthetic gloves with force feedback on user performance and experience for accurate 3D object manipulation.
Int. J. Hum. Comput. Stud., 2025

2024
Haptics-mediated virtual embodiment: Impact of a wearable avatar-controlling system with kinesthetic gloves on embodiment in VR.
Frontiers Virtual Real., 2024

Digital Technologies and Human Consciousness: A Futures Workshop for Exploring Potential Implications.
Proceedings of the 27th International Academic Mindtrek Conference, 2024

Virtual Reality for Mindfulness: Aspects for Helping or Hindering Focus and Practice.
Proceedings of the 27th International Academic Mindtrek Conference, 2024

A Typology for Identifying Digitally-Induced Altered States of Consciousness Through Input Discrepancy.
Proceedings of the 27th International Academic Mindtrek Conference, 2024

Self-avatar representation matters: Deciphering user immersion in VR games through Steam reviews.
Proceedings of the 8th International GamiFIN Conference, Ruka, Finland, April 2-5, 2024., 2024

Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

2023
Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-video, and Virtual Reality.
Int. J. Hum. Comput. Stud., November, 2023

Understanding Multi-platform Social VR Consumer Opinions: A Case Study in VRChatUsing Topics Modeling of Reviews.
Proceedings of the E-Business. Digital Empowerment for an Intelligent Future, 2023

More Immersed but Less Present: Unpacking Factors of Presence Across Devices.
Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, 2023

Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR.
Proceedings of the 7th International GamiFIN Conference, 2023

Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

The relationship of visual and aural perspective with decentering in virtual reality.
Proceedings of the 4th African Human Computer Interaction Conference, 2023

2022
"Mirror Dwellers": Social VR, Identity and Internet Culture.
Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together, 2022

2021
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality.
Interact. Comput., 2021

Emotional Response to Extended Realities: The Effects of Augmented and Virtual Technologies in a Shopping Context.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021

2020
"Empathy machine": how virtual reality affects human rights attitudes.
Internet Res., 2020

Satisfaction and willingness to consume immersive journalism: experiment of differences between VR, 360 video, and article.
Proceedings of the 23rd Academic Mindtrek Conference, 2020

Immersive journalism: Extant corpus and future agenda.
Proceedings of the 4th International GamiFIN Conference, Levi, Finland, April 1-3, 2020, 2020

Space Pace: Method for Creating Augmented Reality Tours Based on 360 Videos.
Proceedings of the Interactivity and Game Creation, 2020


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