Presence: Teleoperators and Virtual Environments - Premier issue
Distal attribution and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
Causality: models, reasoning, and inference
Causality: models, reasoning, and inference
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
DEMIS: a dynamic event model for interactive systems
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Causality and virtual reality art
Proceedings of the 5th conference on Creativity & cognition
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
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Causality is an important aspect of how we construct reality. Yet, while many psychological phenomena have been studied in their relation to virtual reality (VR), very little work has been dedicated specifically to causal perception, despite its potential relevance for user interaction and presence. In this paper, we describe the development of a virtual environment supporting experiments with causal perception. The system, inspired from psychological data, operates by intercepting events in the virtual world, so as to create artificial co-occurrences between events and their subsequent effects. After recognizing high-level events and formalizing them with a symbolic representation inspired from robotics planning, it modifies the events' effects using knowledge-based operators. The re-activation of the modified events creates co-occurrences inducing causal impressions in the user. We conducted experiments with fifty-three subjects who had to interact with virtual world objects and were presented with alternative consequences for their actions, generated by the system using various levels of plausibility. At the same time, these subjects had to answer ten items from the Presence Questionnaire corresponding mainly to control and realism factors: causal perception appears to have a positive impact on these items. The implications of this work are twofold: first, causal perception can provide an interesting experimental setting for some presence determinants, and second, the elicitation of causal impressions can become part of VR technologies to provide new forms of VR experiences.