Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Virtual Human Representation and Communication in VLNet
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
An Appearance-Based Representation of Action
ICPR '96 Proceedings of the 1996 International Conference on Pattern Recognition (ICPR '96) Volume I - Volume 7270
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Presence, workload and performance effects of synthetic environment design factors
International Journal of Human-Computer Studies
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces
Presence: Teleoperators and Virtual Environments
Mkm: A global framework for animating humans in virtual reality applications
Presence: Teleoperators and Virtual Environments
Visual Realism Enhances Realistic Response in an Immersive Virtual Environment
IEEE Computer Graphics and Applications
Using Virtual Reality to Analyze Sports Performance
IEEE Computer Graphics and Applications
Technical Section: A review of virtual environments for training in ball sports
Computers and Graphics
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Virtual reality has a number of advantages for analyzing sports interactions such as the standardization of experimental conditions, stereoscopic vision, and complete control of animated humanoid movement. Nevertheless, in order to be useful for sports applications, accurate perception of simulated movement in the virtual sports environment is essential. This perception depends on parameters of the synthetic character such as the number of degrees of freedom of its skeleton or the levels of detail (LOD) of its graphical representation. This study focuses on the influence of this latter parameter on the perception of the movement. In order to evaluate it, this study analyzes the judgments of immersed handball goalkeepers that play against a graphically modified virtual thrower. Five graphical representations of the throwing action were defined: a textured reference level (L0), a nontextured level (L1), a wire-frame level (L2), a moving point light display (MLD) level with a normal-sized ball (L3), and a MLD level where the ball is represented by a point of light (L4). The results show that judgments made by goalkeepers in the L4 condition are significantly less accurate than in all the other conditions (p