Abstract
One of the goals and defining characteristics of virtual reality systems is to create "presence" and fool the user into believing that one is, or is doing something "in" the synthetic environment. Most research and papers on presence to date have been directed toward coming up with the definitions of presence, and based on them, identifying key elements that affect presence. We carried out an elaborate experiment in which presence levels were measured (with subjective questionnaire) in test virtual worlds configured with different combinations of six visual presence elements.
Original language | English |
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Title of host publication | Proceedings - IEEE Virtual Reality 2003, VR 2003 |
Editors | Jim Chen, Bowen Loftin, Ulrich Neumann, Haruo Takemura, Bernd Froehlich |
Publisher | IEEE Computer Society |
Pages | 273-274 |
Number of pages | 2 |
ISBN (Electronic) | 0769518826 |
DOIs | |
Publication status | Published - 2003 |
Externally published | Yes |
Event | 2003 IEEE Virtual Reality, VR 2003 - Los Angeles, United States Duration: 2003 Mar 22 → 2003 Mar 26 |
Publication series
Name | Proceedings - IEEE Virtual Reality |
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Volume | 2003-January |
Other
Other | 2003 IEEE Virtual Reality, VR 2003 |
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Country/Territory | United States |
City | Los Angeles |
Period | 03/3/22 → 03/3/26 |
Bibliographical note
Publisher Copyright:© 2003 IEEE.
Keywords
- Computer science
- Deformable models
- Geometry
- Hardware
- Industrial engineering
- Marine animals
- Motion analysis
- Solid modeling
- Testing
- Virtual reality
ASJC Scopus subject areas
- General Engineering