Measuring temporal variation in presence during game playing
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Influence of the graphical levels of detail of a virtual thrower on the perception of the movement
Presence: Teleoperators and Virtual Environments
Ada and grace: toward realistic and engaging virtual museum guides
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
A first person avatar system with haptic feedback
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Virtual thrower versus real goalkeeper: The influence of different visual conditions on performance
Presence: Teleoperators and Virtual Environments
ACM Transactions on Applied Perception (TAP)
Presence: Teleoperators and Virtual Environments
A further assessment of factors correlating with presence in immersive virtual environments
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
From real to virtual rapid architectural prototyping
EuroMed'12 Proceedings of the 4th international conference on Progress in Cultural Heritage Preservation
Psychophysiology to assess impact of varying levels of simulation fidelity in a threat environment
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Stepping off a ledge in an HMD-based immersive virtual environment
Proceedings of the ACM Symposium on Applied Perception
How level of realism influences anxiety in virtual reality environments for a job interview
International Journal of Human-Computer Studies
Virtual travel collisions: Response method influences perceived realism of virtual environments
ACM Transactions on Applied Perception (TAP)
The perception of egocentric distances in virtual environments - A review
ACM Computing Surveys (CSUR)
Layered rhombus-chain-connected model for real-time haptic rendering
Artificial Intelligence Review
Hi-index | 0.00 |
Does greater visual realism induce greater participant presence in immersive virtual environments (VE)? Presence refers to how realistically participants respond to the environment as well as their subjective sense of being in the place depicted by the VE. Thirty-three people were exposed for three minutes to a virtual environment depicting a precipice using a head-tracked head-mounted display system. Seventeen of them saw the environment rendered with real-time recursive ray tracing (RT) that included shadows and reflections of their virtual body, and the remainder experienced the same environment rendered with ray casting (RC), which did not include shadows and reflections. Participants completed a presence questionnaire immediately after their experience, and physiological responses (skin conductance and electrocardiogram) were recorded throughout. Results show that subjective presence was higher for the RT environment than for the RC one and that higher stress was induced in the RT environment compared to the RC one.