Presence: Teleoperators and Virtual Environments - Premier issue
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Affective computing
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
The factor structure of the presence questionnaire
Presence: Teleoperators and Virtual Environments
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
On Selecting the Right Yardstick
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Spelunking: experiences using the DIVE system on CAVE-like platforms
EGVE'01 Proceedings of the 7th Eurographics conference on Virtual Environments & 5th Immersive Projection Technology
Proceedings of the ACM symposium on Virtual reality software and technology
Sharing and analyzing data from presence experiments
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Presence: Teleoperators and Virtual Environments
Being a part of the crowd: towards validating VR crowds using presence
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Improving presence theory through experiential design
Presence: Teleoperators and Virtual Environments
Predicting presence: Constructing the Tendency toward Presence Inventory
International Journal of Human-Computer Studies
E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters
International Journal of Artificial Intelligence in Education
An analysis of eye scanpath entropy in a progressively forming virtual environment
Presence: Teleoperators and Virtual Environments
Measuring temporal variation in presence during game playing
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Virtual competitors influence rowers
Presence: Teleoperators and Virtual Environments
FAC'11 Proceedings of the 6th international conference on Foundations of augmented cognition: directing the future of adaptive systems
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Breaks in presence in virtual environments: An analysis of blood flow velocity responses
Presence: Teleoperators and Virtual Environments
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An experiment was conducted in a Cave-like environment to explore the relationship between physiological responses and breaks in presence and utterances by virtual characters towards the participants. Twenty people explored a virtual environment (VE) that depicted a virtual bar scenario. The experiment was divided into a training and an experimental phase. During the experimental phase breaks in presence (BIPs) in the form of whiteouts of the VE scenario were induced for 2 s at four equally spaced times during the approximately 5 min in the bar scenario. Additionally, five virtual characters addressed remarks to the subjects. Physiological measures including electrocardiagram (ECG) and galvanic skin response (GSR) were recorded throughout the whole experiment. The heart rate, the heart rate variability, and the event-related heart rate changes were calculated from the acquired ECG data. The frequency response of the GSR signal was calculated with a wavelet analysis. The study shows that the heart rate and heart rate variability parameters vary significantly between the training and experimental phase. GSR parameters and event-related heart rate changes show the occurrence of breaks in presence. Event-related heart rate changes also signified the virtual character utterances. There were also differences in response between participants who report more or less socially anxious.