The experience of a sense of presence in intercultural and international encounters
Presence: Teleoperators and Virtual Environments
Multivariate data analysis (4th ed.): with readings
Multivariate data analysis (4th ed.): with readings
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
Presence: Teleoperators and Virtual Environments
Using Presence Questionnaires in Reality
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
Influence of individual factors on presence
Computers in Human Behavior
Understanding design activities through computer simulation
Advanced Engineering Informatics
The movement patterns and the experiential components of virtual environments
International Journal of Human-Computer Studies
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
The role of presence in the level of anxiety experienced in clinical virtual environments
Computers in Human Behavior
Avatar-based innovation: Consequences of the virtual co-creation experience
Computers in Human Behavior
Metaphors for social relationships in 3d virtual worlds
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Teacher perceptions of learning affordances of multi-user virtual environments
Computers & Education
Enhancing spatial perception and user experience in video games with volumetric shadows
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
How Interventions Might Improve Cognition in Healthy Older Adults
International Journal of Gaming and Computer-Mediated Simulations
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Framework is presented for measuring human experience in virtual environment (VE). Human experience is defined as the content of direct observation or participation in an event. Both psychological and emotional properties are integrated into this ongoing person-environment interaction to give an experience meaning and value and to enhance its quality and intensity. The sense of presence, i.e., being in the VE is in the center of psychological study of a human experience in VEs. The 'Big three' structure of physical presence consists of perceptual, attentional and cognitive components. However, it is considered to ignore, e.g., emotional and ecological aspects in developing a holistic human experience. In this study, components of physical presence are integrated with three different measures of interaction and a set of motivational and cognitive-affective components. These components are integral in the theory of optimal experience, i.e., flow, which has been studied in various human activities. The results show, how these different experiential components relate each other in VE. It is also shown how common patterns can be found from various experiences and profiled to better understand human-computer interaction.