Presence: Teleoperators and Virtual Environments - Premier issue
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
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
The influence of dynamic shadows on presence in immersive virtual environments
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Moving objects in space: exploiting proprioception in virtual-environment interaction
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
HCI International '97 Proceedings of the Seventh International Conference on Human-Computer Interaction-Volume 1 - Volume I
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
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Presence as Being-in-the-World
Presence: Teleoperators and Virtual Environments
The Reality of Experience: Gibson's Way
Presence: Teleoperators and Virtual Environments
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Meeting people vitually: experiments in shared virtual environments
The social life of avatars
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Co-presence and co-working in distributed collaborative virtual environments
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Cognitive presence as a unified concept of virtual reality effectiveness
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
A direct comparison of presence levels in text-based and graphics-based virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Conceptual priming as a determinant of presence in virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
The human-computer interaction handbook
An ethnographic, action-based approach to human experience in virtual environments
International Journal of Human-Computer Studies
Being and time: judged presence and duration as a function of media form
Presence: Teleoperators and Virtual Environments
Presence equation: an investigation into cognitive factors underlying presence
Presence: Teleoperators and Virtual Environments
Presence as experience: film informing ways of staying there
Presence: Teleoperators and Virtual Environments
Transatlantic touch: a study of haptic collaboration over long distance
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
How is presence in non-immersive, non-realistic virtual environments possible?
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
The effect of quality of rendering on user lighting impressions and presence in virtual environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Automating the detection of breaks in continuous user experience with computer games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Continuous archival and analysis of user data in virtual and immersive game environments
CARPE '05 Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences
A review on effective closely-coupled collaboration using immersive CVE's
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
The role of posture in the communication of affect in an immersive virtual environment
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Presence, workload and performance effects of synthetic environment design factors
International Journal of Human-Computer Studies
The responses of people to virtual humans in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Evaluating effectiveness of interaction techniques across immersive virtual environmental systems
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
The binding problem in presence research
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Evaluating the effects of real world distraction on user performance in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Presence in response to dynamic visual realism: a preliminary report of an experiment study
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Multimodal virtual environments: response times, attention, and presence
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
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
Sharing and analyzing data from presence experiments
Presence: Teleoperators and Virtual Environments - Special issue: 8th annual international workshop on presence II
How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
Film informing design for contemplative gameplay
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
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
Anxiety increases the feeling of presence in virtual reality
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Virtual reality based simulation of hysteroscopic interventions
Presence: Teleoperators and Virtual Environments
An infrastructure for experience centered agile prototyping of ambient intelligence
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
An analysis of eye scanpath entropy in a progressively forming virtual environment
Presence: Teleoperators and Virtual Environments
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar
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
An approach for enabling the use of immersive virtual reality in desktop hybrid interfaces
IASTED-HCI '07 Proceedings of the Second IASTED International Conference on Human Computer Interaction
A collaborative virtual haptic environment for surgical training and tele-mentoring
International Journal of Robotics and Automation
Lessons about virtual environment software systems from 20 years of ve building
Presence: Teleoperators and Virtual Environments
International Journal of Human-Computer Studies
Mobile Augmented Reality: Indirect augmented reality
Computers and Graphics
FAC'11 Proceedings of the 6th international conference on Foundations of augmented cognition: directing the future of adaptive systems
Perspectives on user experience evaluation of brain-computer interfaces
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
Breaks in presence in virtual environments: An analysis of blood flow velocity responses
Presence: Teleoperators and Virtual Environments
Presence and general principles of brain function
Interacting with Computers
Panoramic video techniques for improving presence in virtual environments
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Virtual stage sets in live performing arts (from the spectator to the spect-actor)
Proceedings of the Virtual Reality International Conference: Laval Virtual
Managing Simulation Level-of-Detail with the LOD Trader
Proceedings of Motion on Games
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This paper describes a new measure for presence in immersive virtual environments (VEs) that is based on data that can be unobtrusively obtained during the course of a VE experience. At different times during an experience, a participant will occasionally switch between interpreting the totality of sensory inputs as forming the VE or the real world. The number of transitions from virtual to real is counted, and, using some simplifying assumptions, a probabilistic Markov chain model can be constructed to model these transitions. This model can be used to estimate the equilibrium probability of being “present” in the VE. This technique was applied in the context of an experiment to assess the relationship between presence and body movement in an immersive VE. The movement was that required by subjects to reach out and touch successive pieces on a three-dimensional chess board. The experiment included twenty subjects, ten of whom had to reach out to touch the chess pieces (the active group) and ten of whom only had to click a handheld mouse button (the control group). The results revealed a significant positive association in the active group between body movement and presence. The results lend support to interaction paradigms that are based on maximizing the match between sensory data and proprioception.