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Journal ArticleDOI

Aftereffects and sense of presence in virtual environments: formulation of a research and development agenda.

TLDR
The 2 most critical research issues identified were (a) standardization and use of measurement approaches for aftereffects and (b) identification and prioritization of sensorimotor discordances that drive aftere Affects.
Abstract
This report represents a committee summary of the current state of knowledge regarding aftereffects and sense of presence in virtual environments (VEs). The work presented in this article, and the proposed research agenda, are the result of a special session that was set up in the framework of the Seventh International Conference on Human Computer Interaction Recommendations were made by the committee regarding research needs in after effects and sense of presence, and, where possible, priorities were suggested. The research needs were structured in terms of the short medium, and long term and, if followed, should lead toward the effective use of VE technology. The 2 most critical research issues identified were (a) standardization and use of measurement approaches for aftereffects and (b) identification and prioritization of sensorimotor discordances that drive after effects. Identification of aftereffects countermeasures (i.e., techniques to assist users in readily transitioning between the real and vir...

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Citations
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Journal ArticleDOI

A SWOT analysis of the field of virtual reality rehabilitation and therapy

TL;DR: It is hoped that this structured examination of the factors relevant to the current and future status of VR rehabilitation will provide a good overview of the key issues and concerns that are relevant for understanding and advancing this vital application area.
Journal ArticleDOI

Immersive virtual environment technology as a basic research tool in psychology.

TL;DR: A discussion of the various devices needed to implement immersive virtual environments, including object manipulation and social interaction, and the benefits and drawbacks associated with virtual environment technology in comparison with more conventional ways of doing basic experimental research.
Proceedings ArticleDOI

Presence: concept, determinants, and measurement

TL;DR: In this paper, the authors describe the categories of factors thought to have an impact on presence and present an overview of various approaches taken to measuring presence, which can be divided into two general categories: subjective measures and objective corroborative measures.
Journal ArticleDOI

Review on cybersickness in applications and visual displays

TL;DR: Varying effects due to display and rendering modes, such as visual display type and stereoscopic or monoscopic rendering, are compared and known and suspected application aspects that induce cybersickness are discussed.
Book

Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments

TL;DR: The book examines the different facets of the concept of presence and suggestions concerning possible evolutions of this concept allowed by the diffusion of ambient intelligence and 3G portable communication are presented.
References
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Book

The Psychology of Human-Computer Interaction

TL;DR: The GOMS Model of Manuscript Editing as mentioned in this paper has been used in many applications, e.g., for text selection and text editing in computer science, and for circuit design.
Journal ArticleDOI

Measuring Presence in Virtual Environments: A Presence Questionnaire

TL;DR: Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
Journal ArticleDOI

Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness.

TL;DR: In this paper, the authors developed a Simulator Sickness Questiomaire (SSQ), derived from the Pensacola Motion Sickness Questionnaire (MSQ) using a series of factor analyses, and illustrates its use in monitoring simulator performance with data from a computerized simulator survey of 3,691 simulator hops.
Journal ArticleDOI

Defining Virtual Reality: Dimensions Determining Telepresence

TL;DR: In this paper, a variable-based definition of virtual reality is proposed, which can be used to classify virtual reality in relation to other media, such as TV, movies, etc.
Book

Defining virtual reality: dimensions determining telepresence

TL;DR: This paper attempts to cast a new, variable-based definition of virtual reality that can be used to classify virtual reality in relation to other media, based on concepts of "presence" and "telepresence".
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