Presence and performance within virtual environments
Virtual environments and advanced interface design
Measurement of presence and its consequences in virtual environments
International Journal of Human-Computer Studies
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Virtual guiding avatar: an effective procedure to reduce simulator sickness in virtual environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Virtual Reality-Induced Symptoms and Effects (VRISE)
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
MUSTe method for quantifying virtual environment training system efficacy
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
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User experience in virtual environments including presence, enjoyment, and Simulator Sickness (SS) was modeled based on the effects of field-of-view (FOV), stereopsis, visual motion frequency, interactivity, and predictability of motion orientation. We developed an instrument to assess the user experience using multivariate statistics and Item Response Theory. Results indicated that (1) presence was increased with a large FOV, stereo display, visual motion in low frequency ranges (.03 Hz), and high levels of interactivity; (2) more SS was reported with increasing FOV, stereo display, .05-.08 Hz visual motion frequency, lack of interactivity and predictability to visual motion; (3) enjoyment was increased with visual motion in low frequency ranges (.03 Hz) and high levels of interactivity. The resulting response surface model visualizes the complex relationships between presence, enjoyment, and SS. Overall, increasing interactivity was found to be the most profound way to enhance user experience in virtual environments.