Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
Understanding Virtual Reality: Interface, Application, and Design
Understanding Virtual Reality: Interface, Application, and Design
Virtual Reality Technology
Simple, low-cost stereographics: VR for everyone
Proceedings of the 35th SIGCSE technical symposium on Computer science education
The HIVE: Hanover immersive virtual environment
Journal of Computing Sciences in Colleges
The factor structure of the presence questionnaire
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Teaching Virtual Reality: Why and How?
Presence: Teleoperators and Virtual Environments
Building an economical VR system for CS education
Proceedings of the 13th annual conference on Innovation and technology in computer science education
A virtual reality laboratory for undergraduates
Journal of Computing Sciences in Colleges
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Virtual reality (VR) is an exciting field that receives little attention in most undergraduate Computer Science programs. Historically, one of the barriers to teaching VR has been the cost of appropriate equipment; however, a number of economically priced systems have been proposed recently for undergraduate training and research projects in VR. In this paper, we discuss the relative advantages and disadvantages of these low-cost stereo display systems and then describe a study designed to assess the subjective ratings of presence that each system provides. Presence, a characteristic of many VR applications, is the feeling of being in a virtual world when you are physically located somewhere else. In our study, the factor that seemed to have the greatest impact on presence was the field of view provided by the system. However, we found that all the systems provided subjective presence levels significantly higher than a standard computer monitor, suggesting that all the systems could form the basis of an undergraduate VR laboratory.