QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Using Augmented Reality to Treat Phobias
IEEE Computer Graphics and Applications
When "Real" seems mediated: inverse presence
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
IEEE Transactions on Information Technology in Biomedicine
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Comparison of the levels of presence and anxiety in an acrophobic environment viewed via hmd or cave
Presence: Teleoperators and Virtual Environments
An optical see-through augmented reality system for the treatment of phobia to small animals
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Re-creating Edinburgh: adopting the tourist gaze
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
International Journal of Human-Computer Studies
Creating a sense of place with a deliberately constrained virtual environment
International Journal of Cognitive Performance Support
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Forty-one participants without fear of heights walked around a staircase in both a real environment and an immersive photography environment. Immediately after their experience, participants were given the SUS questionnaire to assess their subjective sense of presence. The users' scores in the immersive photography were very high. Results indicate that the acrophobic context can be useful for the treatment of acrophobia. However, statistically significant differences were found between real and immersive photography environments. Specifically, the immersive photography environment was not confused with reality since data showed that SUS distinguished between the real and immersive photography experiences.