Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Extending Fitts' law to two-dimensional tasks
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
A framework and testbed for studying manipulation techniques for immersive VR
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Testbed evaluation of virtual environment interaction techniques
Proceedings of the ACM symposium on Virtual reality software and technology
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Applications of Temporal Links: Recording and Replaying Virtual Environments
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
The use of sketch maps to measure cognitive maps of virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
The Grid 2: Blueprint for a New Computing Infrastructure
The Grid 2: Blueprint for a New Computing Infrastructure
Automated Creation of Movie Summaries in Interactive Virtual Environments
VR '04 Proceedings of the IEEE Virtual Reality 2004
Ubiquitous Tracking for Augmented Reality
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Evaluating effectiveness of interaction techniques across immersive virtual environmental systems
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Analysis of physiological responses to a social situation in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
Navigating virtual reality by thought: what is it like?
Presence: Teleoperators and Virtual Environments
An Overview of the COVEN Platform
Presence: Teleoperators and Virtual Environments
The Experience of Presence: Factor Analytic Insights
Presence: Teleoperators and Virtual Environments
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
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
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
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
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
Breaks in presence in virtual environments: An analysis of blood flow velocity responses
Presence: Teleoperators and Virtual Environments
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Presence research relies heavily on empirical experiments involving subjects in mediated environments. Since presence is a complex, multidimensional concept, experiments on presence can be extremely resource intensive and produce large amounts of data of different types. As the presence community matures, we would like to suggest that data collected in experiments be made publicly available to the community. This will allow the verification of experimental results, comparison of results of experiments carried out in different laboratories, and evaluation of new data-analysis methods. This will, eventually, lead to consistency in approaches and increased confidence in results. In this paper we present the complete dataset from a large-scale experiment that we have carried out in highly immersive virtual reality. We describe the data we have gathered and give examples of the types of analysis that can be made based on that data.