Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Presence and performance within virtual environments
Virtual environments and advanced interface design
Software engineering of virtual worlds
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Human Factors Evaluation Techniques to Aid Understanding of Virtual Interfaces
BT Technology Journal
The Dichotomy of Presence Elements: The Where and What
VR '03 Proceedings of the IEEE Virtual Reality 2003
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
Reflections on real presence by a virtual person
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Observing effects of attention on presence with fMRI
Proceedings of the ACM symposium on Virtual reality software and technology
International Journal of Human-Computer Studies - Interaction with virtual environments
Anxiety increases the feeling of presence in virtual reality
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
Customization, immersion satisfaction, and online gamer loyalty
Computers in Human Behavior
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Although much research work has focused on identifying different factors that affect presence, it is still not clear how to effectively combine these results to create a content with high presence with respect to a given hardware set-up and limited computing resources. This paper proposes a concept of level of presence (LOP) in which we attempt to select a set of presence elements and their levels to maximize their "contribution" toward the overall presence subject to system resources. Such an optimization scheme would require a reasonable characterization of the computational costs and a sufficient knowledge of the relative and collective merits of various presence elements. We made an attempt to apply the LOP concept to VR system design for a particular application, a virtual fish tank. The purpose of this study is to assess the usefulness of the LOP concept and introduce science into content creation. We selected two important presence elements--the field of view (FOV) and the simulation level of detail (SLOD)--and quantified their costs in terms of the required computation time. Next, we ran a simple experiment to quantify the relative benefits of those two presence factors. For this application, it was found that providing more lifelike simulation, for instance, incurred needlessly expensive computations compared to the amount of increased benefits. Based on the result, the virtual fish tank was configured with the appropriate FOV and SLOD for maximum presence under different conditions, such as the preferred frame rate and total number of objects. We discuss the merits of such a presence-driven VR system development approach.