Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Pictorial communication in virtual and real environments (2nd ed.)
The ethics and aesthetics of the image interface
ACM SIGGRAPH Computer Graphics
A Conceptual Virtual Reality Model
IEEE Computer Graphics and Applications
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Communication in the age of virtual reality
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CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer Simulation Applications: An Introduction
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IEEE Computer Graphics and Applications
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EGVE '03 Proceedings of the workshop on Virtual environments 2003
An Introduction to 3-D User Interface Design
Presence: Teleoperators and Virtual Environments
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After analyzing how VR experiences are modeled within human computer interaction (CHI) we have found there is a deep theoretical gap. Similarly to how the scientific community has defined CHI models for multimedia applications, it would be very important to have such models for VR--obviously the standpoint cannot be the same because multimedia and VR applications differ in essence. Indeed, there is no formal model to unify the way in which scientists and designers of VR applications define their experiences. More specifically, apart from the isolated initial scheme defined by S.R. Ellis (Ellis, 1991, Computing Systems in Engineering, 2(4) 321-347; Ellis, 1993, Pictorial Communication in Virtual and Real Environment, 3-11), and a low level model defined by Latta and Oberg (Latta & Oberg, 1994, IEEE Computer Graphics & Applications, 14, 23-29), there is no model to fully describe the relationship with which the user will be experiencing the VR application.In this paper we shall explain where exactly we think this gap is found, which elements and concepts are involved in the definition of a model of experience, and finally propose a definition of a model that we think eventually, will fill this gap.