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Kata Szita

Biographic Data

ID6872180
NAMEKata Szita
GIVEN NAMESKata
FAMILY NAMESzita
SIGNATURESZITA K
AFFILIATIONSTrinity College Dublin
ORCID0000-0002-3177-9980
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Memory of Fictional Information

    Open Access•Pierre Gander, Kata Szita et al.•ARTICLE•Perspectives on Psychological…•2025

    Much of the information people encounter in everyday life is not factual; it originates from fictional sources, such as movies, novels, and video games, and from direct experience such as pretense, role-playing, and everyday conversation. Despite the recent increase in research on fiction, there is no theoretical account of how memory of fictional information is related to other types of memory or of which mechanisms allow people to separate fact…

  • Going to the movies in VR

    Open Access•Kata Szita, Wyatt Moss-Wellington et al.•ARTICLE•International Journal of…•2024

    Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, the present study investigates whether VR cinemas could provide an alternative for collective movie watching and whether they could facilitate an engaging experience similar to other, physical-world co-viewing environments. To measure t…

  • A Virtual Safe Space? An Approach of Intersectionality and Social Identity to Behavior in Virtual Environments

    Open Access•Kata Szita•ARTICLE•Journal of Digital Social Research•2022•References: 13

    Health measures in response to the Covid-19 pandemic have confined millions to their homes and minimized social contacts. During this period, a significant proportion of social activities—including work, education, and recreation—moved to digital media platforms. Among these platforms, social virtual reality (VR) has gained importance offering “alternative” realities in which users can engage with others, participate in cultural and sports events…

No prominent works on this page.

  • A Virtual Safe Space? An Approach of Intersectionality and Social Identity to Behavior in Virtual Environments

    Open Access•Kata Szita•ARTICLE•Journal of Digital Social Research•2022•References: 13

    Health measures in response to the Covid-19 pandemic have confined millions to their homes and minimized social contacts. During this period, a significant proportion of social activities—including work, education, and recreation—moved to digital media platforms. Among these platforms, social virtual reality (VR) has gained importance offering “alternative” realities in which users can engage with others, participate in cultural and sports events…

  • Going to the movies in VR

    Open Access•Kata Szita, Wyatt Moss-Wellington et al.•ARTICLE•International Journal of…•2024

    Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, the present study investigates whether VR cinemas could provide an alternative for collective movie watching and whether they could facilitate an engaging experience similar to other, physical-world co-viewing environments. To measure t…

  • Memory of Fictional Information

    Open Access•Pierre Gander, Kata Szita et al.•ARTICLE•Perspectives on Psychological…•2025

    Much of the information people encounter in everyday life is not factual; it originates from fictional sources, such as movies, novels, and video games, and from direct experience such as pretense, role-playing, and everyday conversation. Despite the recent increase in research on fiction, there is no theoretical account of how memory of fictional information is related to other types of memory or of which mechanisms allow people to separate fact…

Computer Science (3 works) · Psychology (3 works) · Art (2 works) · Cognitive psychology (2 works) · Human–computer interaction (2 works) · Media Influence and Health (2 works) · Social Psychology (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · Aesthetics (1 work)

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