Understanding and realizing presence in the Presenccia Project

dc.contributor.authorBernardet, Ulysses
dc.contributor.authorVerschure, Paul
dc.contributor.authorSánchez-Vives, Maria V.
dc.contributor.authorReiner, Miriam
dc.contributor.authorSlater, Melvyn
dc.contributor.authorFrisoli, Antonio
dc.contributor.authorTecchia, Franco
dc.contributor.authorGuger, Christoph
dc.contributor.authorLotto, Beau
dc.contributor.authorSteed, Anthony
dc.contributor.authorPfurtscheller, Gert
dc.contributor.authorLeeb, Robert
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament de Llenguatges i Sistemes Informàtics
dc.date.accessioned2010-03-18T10:55:51Z
dc.date.available2010-03-18T10:55:51Z
dc.date.created2009
dc.date.issued2009
dc.description.abstractPeople 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.
dc.description.peerreviewedPeer Reviewed
dc.description.versionPostprint (published version)
dc.format.extent4 p.
dc.identifier.citationSlater, M. [et al.]. Understanding and realizing presence in the Presenccia Project. "IEEE computer graphics and applications", 2009, vol. 27, núm. 4, p. 90-93.
dc.identifier.doi10.1109/MCG.2007.93
dc.identifier.issn0272-1716
dc.identifier.urihttps://hdl.handle.net/2117/6690
dc.language.isoeng
dc.relation.publisherversionhttp://www.computer.org/portal/web/csdl/magazines/cga;jsessionid=A3FDA193A321D474172053187113B496#4
dc.rights.accessOpen Access
dc.subjectÀrees temàtiques de la UPC::Informàtica::Sistemes d'informació::Interacció home-màquina
dc.subject.lcshVirtual reality
dc.subject.lemacRealitat virtual -- Investigació
dc.titleUnderstanding and realizing presence in the Presenccia Project
dc.typeArticle
dspace.entity.typePublication
local.citation.authorSlater, M.; Frisoli, A.; Tecchia, F.; Guger, C.; Lotto, B.; Steed, A.; Pfurtscheller, G.; Leeb, R.; Reiner, M.; Sánchez-Vives, M.; Verschure, P.; Bernardet, U.
local.citation.endingPage93
local.citation.number4
local.citation.publicationNameIEEE computer graphics and applications
local.citation.startingPage90
local.citation.volume27
local.identifier.drac2188584

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