Abstract
Original language | English |
---|---|
Pages (from-to) | 90-93 |
Number of pages | 4 |
Journal | IEEE computer graphics and applications |
Volume | 27 |
Issue number | 4 |
DOIs | |
Publication status | Published - 24 Aug 2007 |
Fingerprint
Keywords
- Computer Graphics
- Computer Simulation
- Ecosystem
- European Union
- Humans
- Imaging, Three-Dimensional
- Models, Biological
- Orientation
- Sensation
- User-Computer Interface
- Journal Article
- Research Support, Non-U.S. Gov't
- Review
Cite this
}
Understanding and realizing presence in the Presenccia project. / Slater, Mel; Frisoli, Antonio; Tecchia, Franco; Guger, Christoph; Lotto, Beau; Steed, Anthony; Pfurtscheller, Gert; Leeb, Robert; Reiner, Miriam; Sanchez-Vives, Maria V; Verschure, Paul; Bernardet, Ulysses.
In: IEEE computer graphics and applications, Vol. 27, No. 4, 24.08.2007, p. 90-93.Research output: Contribution to journal › Review article
TY - JOUR
T1 - Understanding and realizing presence in the Presenccia project
AU - Slater, Mel
AU - Frisoli, Antonio
AU - Tecchia, Franco
AU - Guger, Christoph
AU - Lotto, Beau
AU - Steed, Anthony
AU - Pfurtscheller, Gert
AU - Leeb, Robert
AU - Reiner, Miriam
AU - Sanchez-Vives, Maria V
AU - Verschure, Paul
AU - Bernardet, Ulysses
PY - 2007/8/24
Y1 - 2007/8/24
N2 - People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational approach to the presence concept. Our approach lets us assess the extent of presence using tools beyond traditional questionnaires, and therefore we avoid many of the problems involved with sole reliance on these. Instead, we consider the extent to which mixed reality (MR) and VR participants realistically respond to virtually generated sensory data. Specifically, we measure the similarity of their response with what we might observe or predict if the sensory data-the situation, place, or events-were real, rather than virtual. We consider this response on several levels.
AB - People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational approach to the presence concept. Our approach lets us assess the extent of presence using tools beyond traditional questionnaires, and therefore we avoid many of the problems involved with sole reliance on these. Instead, we consider the extent to which mixed reality (MR) and VR participants realistically respond to virtually generated sensory data. Specifically, we measure the similarity of their response with what we might observe or predict if the sensory data-the situation, place, or events-were real, rather than virtual. We consider this response on several levels.
KW - Computer Graphics
KW - Computer Simulation
KW - Ecosystem
KW - European Union
KW - Humans
KW - Imaging, Three-Dimensional
KW - Models, Biological
KW - Orientation
KW - Sensation
KW - User-Computer Interface
KW - Journal Article
KW - Research Support, Non-U.S. Gov't
KW - Review
UR - https://ieeexplore.ieee.org/document/4267950
U2 - 10.1109/MCG.2007.93
DO - 10.1109/MCG.2007.93
M3 - Review article
C2 - 17713238
VL - 27
SP - 90
EP - 93
IS - 4
ER -