Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
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
Can computer personalities be human personalities?
International Journal of Human-Computer Studies
Understanding and constructing shared spaces with mixed-reality boundaries
ACM Transactions on Computer-Human Interaction (TOCHI)
ACM Transactions on Computer-Human Interaction (TOCHI)
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
Supporting presence in collaborative environments by haptic force feedback
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
From use to presence: on the expressions and aesthetics of everyday computational things
ACM Transactions on Computer-Human Interaction (TOCHI)
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Silicon Mirage; The Art and Science of Virtual Reality
Silicon Mirage; The Art and Science of Virtual Reality
The Dichotomy of Presence Elements: The Where and What
VR '03 Proceedings of the IEEE Virtual Reality 2003
Herding Sheep: Live System Development for Distributed Augmented Reality
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Predicting human interruptibility with sensors
ACM Transactions on Computer-Human Interaction (TOCHI)
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Live Soundscape Composition Based on Synthetic Emotions
IEEE MultiMedia
An interactive space that learns to influence human behavior
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
The Lambent Reactive: an audiovisual environment for kinesthetic playforms
NIME '07 Proceedings of the 7th international conference on New interfaces for musical expression
Presence: Teleoperators and Virtual Environments
The effect of guided and free navigation on spatial memory in mixed reality
Proceedings of the Virtual Reality International Conference: Laval Virtual
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Future mixed reality systems will need to support large numbers of simultaneous, nonexpert users at reasonable per-user costs if the systems are to be widely deployed within society in the short to medium term. We have constructed a prototype of such a system, an interactive entertainment space called Ada that was designed to behave like a simple organism. Using Ada we conducted two studies: the first assessing the effect of varying the operating parameters of the space on the collective behavior and attitudes of its users, and the second assessing the relationships among user demographics, behavior, and attitudes. Our results showed that small changes in the ambient settings of the environment have a significant effect on both user attitudes and behavior, and that the changes in user attitudes do not necessarily correspond to the environmental changes. We also found that individual user opinions are affected by demographics and reflected in overt behavior. Using these results, we propose some tentative guidelines for the design of future shared mixed reality spaces.