Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Case studies of see-through augmentation in mixed reality project
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
Computer-vision-enabled ophthalmic augmented reality: a PC-based prototype
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
Augmented reality for construction tasks: doorlock assembly
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
IWAR '98 Proceedings of the international workshop on Augmented reality : placing artificial objects in real scenes: placing artificial objects in real scenes
MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Augmented Reality Guidance for Needle Biopsies: A Randomized, Controlled Trial in Phantoms
MICCAI '01 Proceedings of the 4th International Conference on Medical Image Computing and Computer-Assisted Intervention
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Strangers and friends: collaborative play in world of warcraft
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
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
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Virtual Reality - Special Issue on Presence
An ecological approach to embodiment and cognition
Cognitive Systems Research
The relationship between individual characteristics and experienced presence
Computers in Human Behavior
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Presence is usually assessed via a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of a collaborative augmented reality game known as TimeWarp which used both subjective and objective behavioral measures. Behavior as coded from video recordings of one scene of the game and self-reports about feelings of presence were compared. Our findings indicate that pointing behavior and verbal responses to the virtual content are correlated negatively to sense of presence. We further investigated the influence of subjectively perceived interactivity on perceived presence. We found that the interaction possibilities perceived by the participants predicted their experience of social presence with the virtual characters in the game. Furthermore, playing together with another person did not result in decreased social presence of the virtual characters. Implications for presence research are discussed.