Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
The emergence of on-line community
Cybersociety 2.0
Living digital: embodient in virtual worlds
The social life of avatars
The Virtual Community: Homesteading on the Electronic Frontier
The Virtual Community: Homesteading on the Electronic Frontier
Avatar-augmented online conversation
Avatar-augmented online conversation
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Examining the ways in which people learn in social groups in second life: an ethnographic study
Proceedings of the 16th ACM international conference on Supporting group work
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Second Life is a 3D virtual web environment that has aspects of visualization and sense of presence, as well as text and audio interaction. The whole research aims to explore the sense of presence experienced by online users in Korean Second Life assessing with what ways online users who engage in Korean Second Life perceive a sense of presence. This research leads us to understanding possible factors creating the sense of presence in Korean Second Life as well as in 3D web environments of the near future. Instead of providing specific response from research subjects who have experienced Second Life, this paper presents the theoretical backgrounds to speculate on Second Life constructs and features for enhancing users' feeling of presence.