Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
The experience of a sense of presence in intercultural and international encounters
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Communication in the age of virtual reality
Communication in the age of virtual reality
Living digital: embodient in virtual worlds
The social life of avatars
Game Design Perspectives
Design of Virtual Environments
Design of Virtual Environments
Virtual Realism
ACM SIGGRAPH Computer Graphics
Online Game Interactivity Theory with Cdrom
Online Game Interactivity Theory with Cdrom
VR '99 Proceedings of the IEEE Virtual Reality
Multimedia and Virtual Reality: Designing Usable Multisensory User Interfaces
Multimedia and Virtual Reality: Designing Usable Multisensory User Interfaces
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Conversation starters: using spatial context to initiate dialogue in first-person perspective games
Proceedings of the second Australasian conference on Interactive entertainment
Designing Virtual Worlds
Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
Workshop on interaction techniques in real and simulated assistive smart environments
AmI'10 Proceedings of the First international joint conference on Ambient intelligence
Distance field illumination: a rendering method to aid in navigation of virtual environments
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Rich socio-cognitive agents for immersive training environments: case of NonKin Village
Autonomous Agents and Multi-Agent Systems
Hi-index | 0.00 |
Virtual worlds are computer-based simulations intended to give its users the impression of being in another place. Presence, or the sense of “being there,” is a major design requirement for virtual environments where users inhabit an artificial reality in the form of two or three-dimensional graphical representations. Promoting this subjective experience has always been one of the major concerns of designers, but this complex and difficult task requires the awareness of other design requirements and their effects on presence. This article aims to define various psychological and technological aspects of presence based on virtual environment design requirements defined by Stuart [2001]. Previous research tried to define hypothesized factors of presence by using subjective user responses obtained from questionnaires. This study incorporates a different approach to define potential components of presence, specifying the individual design requirements for virtual worlds based on the conceptual framework designed by Stuart. This framework has not been applied to the analysis of the concept of presence before, and it defines possible factors that contribute to a sense of presence, some of which have not been included in previous work. In order to decompose presence into its components, researchers should also be aware of the design requirements delineated in this framework. Detailed analysis of design requirements will focus on a computer role-playing game (RPG), giving examples from one of the best titles in the genre. Since role-playing games are social and interactive worlds where players assume the role of a virtual character that can be subjectively defined as a second-self, they are highly relevant to presence research. Thus, selected design requirements will be discussed from a computer-gaming perspective by defining how each relevant requirement is addressed on the selected RPG, and how they should be addressed by game designers.