Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Public Speaking in Virtual Reality: Facing an Audience of Avatars
IEEE Computer Graphics and Applications
Presence equation: an investigation into cognitive factors underlying presence
Presence: Teleoperators and Virtual Environments
The factor structure of the presence questionnaire
Presence: Teleoperators and Virtual Environments
Absorption, dissociation, locus of control and presence in virtual reality
Computers in Human Behavior
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Human Factors Issues in Virtual Environments: A Review of the Literature
Presence: Teleoperators and Virtual Environments
Influence of individual factors on presence
Computers in Human Behavior
Comparison of the levels of presence and anxiety in an acrophobic environment viewed via hmd or cave
Presence: Teleoperators and Virtual Environments
CGIV '09 Proceedings of the 2009 Sixth International Conference on Computer Graphics, Imaging and Visualization
Personality variables and presence
Virtual Reality - Special Issue on Presence
International Journal of Human-Computer Studies
Effects of presence on causing cybersickness in the elderly within a 3D virtual store
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: users and applications - Volume Part IV
Presence: Teleoperators and Virtual Environments
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
Hi-index | 0.00 |
People experience different levels of presence (e.g. Krijn et al., 2004; Walshe, Lewis, Kim, O'Sullivan, & Wiederhold, 2003), and different levels of cybersickness (Sharples, Cobb, Moody, & Wilson, 2008) even though they are immersed in the same virtual environment setting. In the current study, we raised the question how differences in individual characteristics might relate to differences in sensed presence for a virtual environment related to public speaking. The individual characteristics included in the experiment were related to visual abilities, personality traits, cognitive styles, and demographic factors. We recruited 88 participants, who were first immersed in a non-stereoscopic neutral environment, and then in a public speaking world: once with stereoscopic rendering and once without stereoscopic rendering, in a counter-balanced order. The results showed that immersive tendency and monocular visual ability were significantly correlated with presence and these correlations were consistent among the three virtual environments. Immersive tendencies and its subscale ''involvement'' were also found to be significantly correlated with cybersickness in all three worlds. Screening people on these variables may help to recognize the users who are more likely to benefit from virtual reality applications and may help to reduce the number of dropouts during virtual reality exposure therapy.