Applied regression analysis and other multivariable methods
Applied regression analysis and other multivariable methods
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
SAS/ETS User's Guide, Version 6
SAS/ETS User's Guide, Version 6
Passive haptics significantly enhances virtual environments
Passive haptics significantly enhances virtual environments
Physiological reaction as an objective measure of presence in virtual environments
Physiological reaction as an objective measure of presence in virtual environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Making virtual environments compelling
Communications of the ACM - A game experience in every application
Do physiological data relate to traditional usability indexes?
OZCHI '05 Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
Using linguistic features to measure presence in computer-mediated communication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Presence: Teleoperators and Virtual Environments
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Presence: Teleoperators and Virtual Environments
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
An Investigation of Collective Human Behavior in Large-Scale Mixed Reality Spaces
Presence: Teleoperators and Virtual Environments
Virtual reality-based spatial skills assessment and its role in computer graphics education
ACM SIGGRAPH 2006 Educators program
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
Proceedings of the ACM symposium on Virtual reality software and technology
Evaluating usability based on multimodal information: an empirical study
Proceedings of the 8th international conference on Multimodal interfaces
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
Sharing and analyzing data from presence experiments
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
The effects of empathetic virtual characters on presence in narrative-centered learning environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Using subjective and physiological measures to evaluate audience-participating movie experience
AVI '08 Proceedings of the working conference on Advanced visual interfaces
An Empirical Study of Bringing Audience into the Movie
SG '08 Proceedings of the 9th international symposium on Smart Graphics
Predicting presence: Constructing the Tendency toward Presence Inventory
International Journal of Human-Computer Studies
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
An analysis of eye scanpath entropy in a progressively forming virtual environment
Presence: Teleoperators and Virtual Environments
Comparison of the levels of presence and anxiety in an acrophobic environment viewed via hmd or cave
Presence: Teleoperators and Virtual Environments
Physiologically Driven Rehabilitation Using Virtual Reality
FAC '09 Proceedings of the 5th International Conference on Foundations of Augmented Cognition. Neuroergonomics and Operational Neuroscience: Held as Part of HCI International 2009
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Estimation of thinking states in cyberspace using multiple physiological parameters
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
The whys, how tos, and pitfalls of user studies
ACM SIGGRAPH 2009 Courses
Visual realism enhances realistic response in an immersive virtual environment
IEEE Computer Graphics and Applications - Special issue on sketching tangible interfaces augmented reality on mobile phones
Effects of heightened sensory feedback to presence and arousal in virtual driving simulators
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
The effects of virtual characters on audiences' movie experience
Interacting with Computers
Simulation fidelity design informed by physiologically-based measurement tools
FAC'07 Proceedings of the 3rd international conference on Foundations of augmented cognition
Combined user physical, physiological and subjective measures for assessing user cost
ERCIM'06 Proceedings of the 9th conference on User interfaces for all
Display characteristics affect users' emotional arousal in 3D games
ERCIM'06 Proceedings of the 9th conference on User interfaces for all
Lessons about virtual environment software systems from 20 years of ve building
Presence: Teleoperators and Virtual Environments
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Perceptual-based quality assessment for audio-visual services: A survey
Image Communication
International Journal of Human-Computer Studies
Whole body interaction using the grounded bar interface
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Coupling interaction and physiological metrics for interaction adaptation
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
Area-based photo-plethysmographic sensing method for the surfaces of handheld devices
Proceedings of the 24th annual ACM symposium on User interface software and technology
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A virtual reality version of the trier social stress test: A pilot study
Presence: Teleoperators and Virtual Environments
Breaks in presence in virtual environments: An analysis of blood flow velocity responses
Presence: Teleoperators and Virtual Environments
ACM Transactions on Applied Perception (TAP)
User performance tweaking in videogames: a physiological perspective of player reactions
AH '12 Proceedings of the 3rd Augmented Human International Conference
Adaptive generation of emotional impact using enhanced virtual environments
Presence: Teleoperators and Virtual Environments
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Audio-Haptic simulation of walking on virtual ground surfaces to enhance realism
HAID'12 Proceedings of the 7th international conference on Haptic and Audio Interaction Design
Psychophysiology to assess impact of varying levels of simulation fidelity in a threat environment
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
Stepping off a ledge in an HMD-based immersive virtual environment
Proceedings of the ACM Symposium on Applied Perception
The effects of VEs on mobility impaired users: presence, gait, and physiological response
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Expert Systems with Applications: An International Journal
Effects of virtual environment platforms on emotional responses
Computer Methods and Programs in Biomedicine
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A common measure of the quality or effectiveness of a virtual environment (VE) is the mount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective.We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. The experiments compared participants' physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS 20FPS 15FPS.