Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
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
Presence and performance within virtual environments
Virtual environments and advanced interface design
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
The factor structure of the presence questionnaire
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
Analysis of physiological responses to a social situation in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Evaluation of auditory and visual feedback on task performance in a virtual assembly environment
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Virtual fitness: stimulating exercise behavior through media technology
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
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Highly immersive environments for sports simulation can help elucidate if and how athletes perform under high pressure situations. We used a rowing simulator with a CAVE setup to test the influence of virtual competitors on 10 experienced rowers. All participants were using the simulator for the first time. The objective was to assess the degree of presence by quantifying how the actions of the virtual competitors triggered behavioral changes in the experienced rowers. The participants completed a virtual 2000 m race with two competing boats, one being behind and one ahead of the participant. For two trials, each boat would come closer to the participant without overtaking, resulting in four experimental conditions. The behavior of the participants was assessed with biomechanical variables, questionnaires, and an interview after the race. Behavioral changes were detected with statistically significant differences in the extracted variables of oar angles, timing variables, velocities, and work. The results for biomechanical variables indicate individual response patterns depending on perception of competitors and self-confidence. Self-reporting indicated a high degree of presence for most participants. Overall, the experimental paradigm worked but was compromised by perceptive and subjective factors. In future, the setup will be used to investigate rowing performance further with a focus on motor learning and training of pressure situations.