Distal attribution and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
The responses of people to virtual humans in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Comparison of two VR platforms for rehabilitation: video capture versus HMD
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
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
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Virtual interpersonal touch: Haptic interaction and copresence in collaborative virtual environments
Multimedia Tools and Applications
Presence: Teleoperators and Virtual Environments
Anxiety increases the feeling of presence in virtual reality
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Computers in Human Behavior
Ludic Learning: Exploration of TLE TeachLivETM and Effective Teacher Training
International Journal of Gaming and Computer-Mediated Simulations
Playing well with virtual classmates: relating avatar design to group satisfaction
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
The eHealth Arena and Online Virtual Worlds: A New Paradigm for Internet Delivered Health Care
International Journal of Gaming and Computer-Mediated Simulations
"It" + "I": virtual embodiments as hybrid experiences
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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In this study, the role of presence in the imitation of a virtual model was examined. Immersive virtual environment technology (IVET) was used to create photorealistic virtual representations of the self that were depicted eating food in a virtual world. Changes in the virtual environment (via a changing or unchanging body) were incorporated to create variance in perceived subjective presence. Based on previous research, presence was hypothesized to affect the relationship between the environmental manipulations and the behavioral outcome of imitating the avatar's eating behavior. Here we show that presence did indeed affect imitation, but that the effects varied for men and women in accordance with previous research on sex differences in eating behavior. Men who experienced high presence were more likely than low presence men to imitate the virtual model and eat candy, whereas women who experienced high presence were more likely than low presence women to suppress the behavior and not eat candy.