Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
The Influence of Rendering Quality on Presence And Task Performance in a Virtual Environment
VR '03 Proceedings of the IEEE Virtual Reality 2003
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
The factor structure of the presence questionnaire
Presence: Teleoperators and Virtual Environments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Analyzing Ordinal Scales in Studies of Virtual Environments: Likert or Lump It!
Presence: Teleoperators and Virtual Environments
The Use of Questionnaire Data in Presence Studies: Do Not Seriously Likert
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Visual Realism Enhances Realistic Response in an Immersive Virtual Environment
IEEE Computer Graphics and Applications
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
A first person avatar system with haptic feedback
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Spatial awareness in full-body immersive interactions: where do we stand?
MIG'10 Proceedings of the Third international conference on Motion in games
ACM Transactions on Applied Perception (TAP)
Immersion with robots in large virtual environments
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Gaze-Dependent depth-of-field effect rendering in virtual environments
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
International Journal of Human-Computer Studies
Prior ratings: a new information source for recommender systems in e-commerce
Proceedings of the 7th ACM conference on Recommender systems
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A new definition of immersion with respect to virtual environment (VE) systems has been proposed in earlier work, based on the concept of simulation. One system (A) is said to be more immersive than another (B) if A can be used to simulate an application as if it were running on B. Here we show how this concept can be used as the basis for a psychophysics of presence in VEs, the sensation of being in the place depicted by the virtual environment displays (Place Illusion, PI), and also the illusion that events occurring in the virtual environment are real (Plausibility Illusion, Psi). The new methodology involves matching experiments akin to those in color science. Twenty participants first experienced PI or Psi in the initial highest level immersive system, and then in 5 different trials chose transitions from lower to higher order systems and declared a match whenever they felt the same level of PI or Psi as they had in the initial system. In each transition they could change the type of illumination model used, or the field-of-view, or the display type (powerwall or HMD) or the extent of self-representation by an avatar. The results showed that the 10 participants instructed to choose transitions to attain a level of PI corresponding to that in the initial system tended to first choose a wide field-of-view and head-mounted display, and then ensure that they had a virtual body that moved as they did. The other 10 in the Psi group concentrated far more on achieving a higher level of illumination realism, although having a virtual body representation was important for both groups. This methodology is offered as a way forward in the evaluation of the responses of people to immersive virtual environments, a unified theory and methodology for psychophysical measurement.