Passive real-world interface props for neurosurgical visualization
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 1997 symposium on Interactive 3D graphics
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Online model reconstruction for interactive virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Hand-Held Windows: Towards Effective 2D Interaction in Immersive Virtual Environments
VR '99 Proceedings of the IEEE Virtual Reality
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Evaluation of Mixed-Space Collaboration
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Evolving an immersive medical communication skills trainer
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
The benefits of third-person perspective in virtual and augmented reality?
Proceedings of the ACM symposium on Virtual reality software and technology
Multi-Fingered Grasping and Manipulation in Virtual Environments Using an Isometric Finger Device
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Improved third-person perspective: a solution reducing occlusion of the 3PP?
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Is a telepresence-system an effective alternative to manned missions?
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
Lessons about virtual environment software systems from 20 years of ve building
Presence: Teleoperators and Virtual Environments
The effect of viewing a self-avatar on distance judgments in an hmd-based virtual environment
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
The role of physical controllers in motion video gaming
Proceedings of the Designing Interactive Systems Conference
Kinect based 3D object manipulation on a desktop display
Proceedings of the ACM Symposium on Applied Perception
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Immersive virtual environments (VEs) provide participants with computer-generated environments filled with virtual objects to assist in learning, training, and practicing dangerous and/or expensive tasks. But does having every object being virtual inhibit the interactivity and level of immersion? If participants spend most of their time and cognitive load on learning and adapting to interacting with virtual objects, does this reduce the effectiveness of the VE?We conducted a study that investigated how handling real objects and self-avatar visual fidelity affects performance and sense of presence on a spatial cognitive manual task. We compared participants' performance of a block arrangement task in both a real-space environment and several virtual and hybrid environments. The results showed that manipulating real objects in a VE brings task performance closer to that of real space, compared to manipulating virtual objects. There was no significant difference in reported sense of presence, regardless of the self-avatar's visual fidelity or the presence of real objects.