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Journal ArticleDOI

Presence and the sixth sense

Mel Slater
- 01 Aug 2002 - 
- Vol. 11, Iss: 4, pp 435-439
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TLDR
The notion that presence may be considered as a selection mechanism that organizes the stream of sensory data into an environmental gestalt or perceptual hypothesis about current environment is discussed and physiological measures indicating breaks in presence are studied.
Abstract
This paper discusses the notion that presence may be considered as a selection mechanism that organizes the stream of sensory data into an environmental gestalt or perceptual hypothesis about current environment. A particular environmental gestalt results in scan-sensing of the world in a particular pattern reminiscent of saccades and fixations in eye scan paths. The environment hypothesis is continually reverified or else a break in presence occurs. Presence is therefore compared to visual hypothesis selection in the work of Richard Gregory and Lawrence Stark. The implications for measurement are discussed, and it is concluded that physiological measures indicating breaks in presence are worthy of study, and that the study of presence is also the study of what maintains an environmental gestalt.

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Citations
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Journal ArticleDOI

From presence to consciousness through virtual reality

TL;DR: It is argued that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
Journal ArticleDOI

A Process Model of the Formation of Spatial Presence Experiences

TL;DR: In this article, a theoretical model of the formation of Spatial Presence is proposed, which is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence.
Journal ArticleDOI

Understanding Virtual Reality

TL;DR: The key benefits of the therapeutic virtual reality experience include: • Relief from stress and anxiety • Immediate relaxation • Happiness and joy • Positive mental / physical connections
Journal ArticleDOI

The Layers of Presence: A Bio-cultural Approach to Understanding Presence in Natural and Mediated Environments

TL;DR: A bio-cultural theory of presence based on four different positions related to the role and structure of presence is proposed, which concludes that the sense of presence in humans is a direct function of these three layers: the more they are integrated, the more the authors are present.

Methods for Evaluating Gameplay Experience in a Serious Gaming Context.

TL;DR: An approach to formalize such evaluative methods for evaluation and measurement of GX and a roadmap for applying these mechanisms in the context of serious games is presented.
References
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Book

Eye and Brain: The Psychology of Seeing

TL;DR: In this paper, the authors introduce the notion of Visions of vision, which is a metaphor for learning how to see and the process of learning to see in the real world.
Proceedings ArticleDOI

Walking > walking-in-place > flying, in virtual environments

TL;DR: The authors showed that subjective presence significantly correlated with subjects' degree of association with their virtual bodies (avatars), suggesting that substantial potential presence gains can be had from tracking all limbs and customizing avatar appearance.
Journal ArticleDOI

Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire

TL;DR: A questionnaire for eliciting presence in virtual environments together with a questionnaire for measuring a person’s immersive tendencies and Witmer and Singer define immersion as the person's response to the VE system, which is unfortunate, but not a matter of any great concern.
Journal ArticleDOI

Using Presence Questionnaires in Reality

TL;DR: It is concluded that, although such questionnaires may be useful when all subjects experience the same type of environment, their utility is doubtful for the comparison of experiences across environments, such as immersive virtual compared to real, or desktop compared to immersive virtual.
Journal ArticleDOI

A Virtual Presence Counter

TL;DR: 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 is described and lends support to interaction paradigms that are based on maximizing the match between sensory data and proprioception.
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