Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Physical and Virtual Tools: ActivityTheory Applied to the Design of Groupware
Computer Supported Cooperative Work
An Activity Theory Approach for Studying the Dynamics of Knowledge Sharing
HICSS '02 Proceedings of the 35th Annual Hawaii International Conference on System Sciences (HICSS'02)-Volume 3 - Volume 3
A CAVE-like environment as a tool for full-size train design
Virtual Reality
Understanding experience in interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Occasional Users' Experiences of Visiting a Virtual Environment
DS-RT '06 Proceedings of the 10th IEEE international symposium on Distributed Simulation and Real-Time Applications
Agency and presence: a common dependence on subjectivity?
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
DS-RT '07 Proceedings of the 11th IEEE International Symposium on Distributed Simulation and Real-Time Applications
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
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Virtual Environment (VE) offers an effective way to study virtual prototypes, also from user-centered perspective. This paper focuses on the theoretical models which can be used in studying VE user, We present three alternatives frames, in which the focus varies. The first one is the traditional frame in VE studies, which is the concept of presence. It focuses on the technological components, which are needed for providing a VE user the feeling of s/he is acting with a real product. The second frame focuses on the work task by using the extended version of activity theory. The third frame focuses on the individual user and her/his behavior and feelings within acting with the (virtual) product. The third frame is based on the studies of user experience (UX) especially those UX studies which focus on users' emotions. We outline the alternative frames by a case of simulating the control cabins of mobile machine.