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Original Articles

Presence and Image Quality: The Case of High-Definition Television

Pages 191-205 | Published online: 17 Nov 2009

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (23)

Cristina Etayo, Alberto Bayo-Moriones & Alfonso Sánchez-Tabernero. (2023) The Growth of the offer and the Perceptions of Television Content Quality. Journal of Media Business Studies 20:1, pages 1-26.
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Seok Kang, Erin O’Brien, Arturo Villarreal, Wansoo Lee & Chad Mahood. (2019) Immersive Journalism and Telepresence. Digital Journalism 7:2, pages 294-313.
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Ralf Terlutter, Sandra Diehl, Isabell Koinig & Martin K. J. Waiguny. (2016) Positive or Negative Effects of Technology Enhancement for Brand Placements? Memory of Brand Placements in 2D, 3D, and 4D Movies. Media Psychology 19:4, pages 505-533.
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Kihan Kim, Yunjae Cheong & Hyuksoo Kim. (2016) The Influences of Sports Viewing Conditions on Enjoyment from Watching Televised Sports: An Analysis of the FIFA World Cup Audiences in Theater vs. Home. Journal of Broadcasting & Electronic Media 60:3, pages 389-409.
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James J. Cummings & Jeremy N. Bailenson. (2016) How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychology 19:2, pages 272-309.
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Riva Tukachinsky. (2014) Experimental Manipulation of Psychological Involvement with Media. Communication Methods and Measures 8:1, pages 1-33.
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KevinD. Williams. (2013) The Effects of Video Game Controls on Hostility, Identification, and Presence. Mass Communication and Society 16:1, pages 26-48.
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David Westerman, PatricR. Spence & KennethA. Lachlan. (2012) Telepresence and Exemplification: Does Spatial Presence Impact Sleeper Effects?. Communication Research Reports 29:4, pages 299-309.
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MarkYi-Cheon Yim, VincentJ. Cicchirillo & MinetteE. Drumwright. (2012) The Impact of Stereoscopic Three-Dimensional (3-D) Advertising. Journal of Advertising 41:2, pages 113-128.
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AngelaL. Bos, BasW. van Doorn & AbbeyC. Smanik. (2012) The Effects of HDTV on Perceptions of Obama and McCain in a 2008 Presidential Debate. Communication Research Reports 29:2, pages 161-168.
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Werner Wirth, Matthias Hofer & Holger Schramm. (2012) The Role of Emotional Involvement and Trait Absorption in the Formation of Spatial Presence. Media Psychology 15:1, pages 19-43.
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Jari Takatalo, Takashi Kawai, Jyrki Kaistinen, Göte Nyman & Jukka Häkkinen. (2011) User Experience in 3D Stereoscopic Games. Media Psychology 14:4, pages 387-414.
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Rick Busselle & Helena Bilandzic. (2009) Measuring Narrative Engagement. Media Psychology 12:4, pages 321-347.
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R. Glenn Cummins. (2009) The Effects of Subjective Camera and Fanship on Viewers' Experience of Presence and Perception of Play in Sports Telecasts. Journal of Applied Communication Research 37:4, pages 374-396.
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David Westerman, PatricR. Spence & KennethA. Lachlan. (2009) Telepresence and the Exemplification Effects of Disaster News. Communication Studies 60:5, pages 542-557.
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PatricR. Spence, KennethA. Lachlan & David Westerman. (2009) Presence, Sex, and Bad News: Exploring the Responses of Men and Women to Tragic News Stories in Varying Media. Journal of Applied Communication Research 37:3, pages 239-256.
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MelanieC. Green, Sheryl Kass, Jana Carrey, Benjamin Herzig, Ryan Feeney & John Sabini. (2008) Transportation Across Media: Repeated Exposure to Print and Film. Media Psychology 11:4, pages 512-539.
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Paul Skalski & Ron Tamborini. (2007) The Role of Social Presence in Interactive Agent-Based Persuasion. Media Psychology 10:3, pages 385-413.
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Werner Wirth, Tilo Hartmann, Saskia Böcking, Peter Vorderer, Christoph Klimmt, Holger Schramm, Timo Saari, Jari Laarni, Niklas Ravaja, Feliz Ribeiro Gouveia, Frank Biocca, Ana Sacau, Lutz Jäncke, Thomas Baumgartner & Petra Jäncke. (2007) A Process Model of the Formation of Spatial Presence Experiences. Media Psychology 9:3, pages 493-525.
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Cheryl Campanella Bracken. (2006) Perceived Source Credibility of Local Television News: The Impact of Television Form and Presence. Journal of Broadcasting & Electronic Media 50:4, pages 723-741.
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Articles from other publishers (83)

Yanfang Luo, Seungjun Ahn, Ali Abbas, JoonOh Seo, Seung Hyun Cha & Jung In Kim. (2023) Investigating the impact of scenario and interaction fidelity on training experience when designing immersive virtual reality-based construction safety training. Developments in the Built Environment 16, pages 100223.
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Zeqing Mao, Zepeng GuanXiao Gu. (2023) How Do Level of Novelty and Camera Angle of Tourism-Themed Short Videos on Douyin Influence Potential Travelers' Behavioral Intentions? . Cyberpsychology, Behavior, and Social Networking 26:9, pages 672-678.
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Nirma Sadamali Jayawardena, Park Thaichon, Sara Quach, Ali Razzaq & Abhishek Behl. (2023) ‘The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review’. Journal of Business Research 160, pages 113739.
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Katalin Bálint, Freya Sukalla & Brendan Rooney. (2022) Personal relevance and state empathy with a character facilitates self-disclosure in film viewers. Frontiers in Communication 7.
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Thomas Potter, Zoran Cvetković & Enzo De Sena. (2022) On the Relative Importance of Visual and Spatial Audio Rendering on VR Immersion. Frontiers in Signal Processing 2.
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Young-Jun Kim, Chen Tian & Kyung-Ro Chang. (2022) A Study on the Structural Relationship among Reality of Sports Console Game, Game Flow, Enjoyment, and Continuance Intention to Use. Journal of Korean Association of Physical Education and Sport for Girls and Women 36:3, pages 77-95.
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Rejikumar G.Ajay Jose, Sonia Mathew, Dony Peter Chacko & Aswathy Asokan-Ajitha. (2021) Towards a theory of well-being in digital sports viewing behavior. Journal of Services Marketing 36:2, pages 245-263.
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Sungjoon Yoon & Jongchul Oh. (2022) A theory-based approach to the usability of augmented reality technology: A cost-benefit perspective. Technology in Society 68, pages 101860.
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Eugene Kukshinov. (2021) Experiential Challenges of and Opportunities for Applying Immersive Technologies with Storytelling. PRESENCE: Virtual and Augmented Reality 30, pages 31-43.
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Anett Erdmann, Aurora Estrada Presedo & María De Miguel Valdés. (2021) Digital Transformation of Universities: The Influence of COVID-19 and Students’ Perception. Multidisciplinary Journal for Education, Social and Technological Sciences 8:2, pages 19.
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Jung-Hwan Kim, Minjeong Kim, Minjung Park & Jungmin Yoo. (2021) How interactivity and vividness influence consumer virtual reality shopping experience: the mediating role of telepresence. Journal of Research in Interactive Marketing 15:3, pages 502-525.
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Priska Breves & Nicola Dodel. (2021) The influence of cybersickness and the media devices’ mobility on the persuasive effects of 360° commercials. Multimedia Tools and Applications 80:18, pages 27299-27322.
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Patrick Dickinson, Arthur Jones, Wayne Christian, Andrew Westerside, Francis Mulloy, Kathrin Gerling, Kieran Hicks, Liam Wilson & Adrian Parke. (2021) Experiencing Simulated Confrontations in Virtual Reality. Experiencing Simulated Confrontations in Virtual Reality.
Shinji Kimura, Eriko Ooseki, Yuji Aburakawa & Masahiro Yamaguchi. (2020) Evaluation and formulation of the sense of social telepresence in video‐mediated communication systems: Contribution of eye contact to enhancing social telepresence. Journal of the Society for Information Display 29:3, pages 179-195.
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Songil Lee & Gyouhyung Kyung. (2021) How Wide Is Enough? Effects of Screen Height, Task Type, and Hand Length on Rollable Display Requirements. IEEE Access 9, pages 121076-121086.
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Fatemeh Tavassoli, Mohan Zalake, Alexandre Gomes de Siqueira, François Modave, Janice Krieger, Benjamin Lok & Juan Gilbert. 2021. Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. AI, Product and Service. Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. AI, Product and Service 165 181 .
Wai Han Lo & Ka Lun Benjamin Cheng. (2020) Does virtual reality attract visitors? The mediating effect of presence on consumer response in virtual reality tourism advertising. Information Technology & Tourism 22:4, pages 537-562.
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Hwayeon Kong. (2020) Wide Bezel Televisions Decrease Immersive Experiences. Advances in Human-Computer Interaction 2020, pages 1-5.
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Yunwen Wang. (2020) Humor and camera view on mobile short-form video apps influence user experience and technology-adoption intent, an example of TikTok (DouYin). Computers in Human Behavior 110, pages 106373.
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Simone Grassini & Karin Laumann. (2020) Are Modern Head-Mounted Displays Sexist? A Systematic Review on Gender Differences in HMD-Mediated Virtual Reality. Frontiers in Psychology 11.
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Dung Le, Marlene Pratt, Ying Wang, Noel Scott & Gui Lohmann. (2020) How to win the consumer’s heart? Exploring appraisal determinants of consumer pre-consumption emotions. International Journal of Hospitality Management 88, pages 102542.
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Bo-Kyeong Kim & Kyoung-Ok Kim. (2020) Relationship between Viewing Motivation, Presence, Viewing Satisfaction, and Attitude toward Tourism Destinations Based on TV Travel Reality Variety Programs. Sustainability 12:11, pages 4614.
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Xudong Liu, Ven-hwei Lo & Ran Wei. (2020) Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions. SAGE Open 10:2, pages 215824402091952.
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ChongWoo Park & Dong‐gook Kim. (2020) Exploring the Roles of Social Presence and Gender Difference in Online Learning. Decision Sciences Journal of Innovative Education 18:2, pages 291-312.
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Sungryul Park, Gyouhyung Kyung, Jihhyeon Yi, Donghee Choi & Songil Lee. (2020) Curved TVs improved watching experience when display curvature radii approached viewing distances: Effects of display curvature radius, viewing distance, and lateral viewing position on TV watching experience. PLOS ONE 15:2, pages e0228437.
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Jincheul Jang & Mun Y Yi. (2019) Determining and validating smart TV UX factors: A multiple-study approach. International Journal of Human-Computer Studies 130, pages 58-72.
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Magnus Söderlund, Jonas Colliander & Stefan Szugalski. (2019) Screen size effects in online data collections. Journal of Consumer Marketing 36:6, pages 751-759.
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Donghee Shin. (2019) How do users experience the interaction with an immersive screen?. Computers in Human Behavior 98, pages 302-310.
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Kagan Kırcaburun & Mark D. Griffiths. (2018) Problematic Instagram Use: The Role of Perceived Feeling of Presence and Escapism. International Journal of Mental Health and Addiction 17:4, pages 909-921.
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Spencer R Barnes. (2017) Studies in the efficacy of motion graphics: the relation between expository motion graphics and the presence of naïve realism. Visual Communication 18:1, pages 135-158.
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Paul Hendriks Vettehen, Daan Wiltink, Maite Huiskamp, Gabi Schaap & Paul Ketelaar. (2019) Taking the full view: How viewers respond to 360-degree video news. Computers in Human Behavior 91, pages 24-32.
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Mark Yi-Cheon Yim, Tae Hyun Baek & Paul L. Sauer. (2018) I See Myself in Service and Product Consumptions: Measuring Self-transformative Consumption Vision (SCV) Evoked by Static and Rich Media. Journal of Interactive Marketing 44, pages 122-139.
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Catherine S. Oh, Jeremy N. Bailenson & Gregory F. Welch. (2018) A Systematic Review of Social Presence: Definition, Antecedents, and Implications. Frontiers in Robotics and AI 5.
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Donghee Shin & Frank Biocca. (2017) Exploring immersive experience in journalism. New Media & Society 20:8, pages 2800-2823.
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Jaejoo Lim & Ramakrishna Ayyagari. (2018) Investigating the determinants of telepresence in the e-commerce setting. Computers in Human Behavior 85, pages 360-371.
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Oswald D. KothgassnerAndreas GoreisJohanna X. KafkaHelmut HlavacsLeon BeutlIlse Kryspin-ExnerAnna Felnhofer. (2018) Agency and Gender Influence Older Adults' Presence-Related Experiences in an Interactive Virtual Environment. Cyberpsychology, Behavior, and Social Networking 21:5, pages 318-324.
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Steve Richey. (2018) Utilizing Presence in Augmented-Reality Applications to Improve Learning Outcomes. Performance Improvement 57:4, pages 10-18.
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Linwan Wu & Matthew A. Stilwell. (2017) Exploring the marketing potential of location-based mobile games. Journal of Research in Interactive Marketing 12:1, pages 22-44.
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Donghee Shin. (2018) Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?. Computers in Human Behavior 78, pages 64-73.
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Pekka Kallioniemi, Tuuli Keskinen, Jaakko Hakulinen, Markku Turunen, Jussi Karhu & Kimmo Ronkainen. (2017) Effect of gender on immersion in collaborative iODV applications. Effect of gender on immersion in collaborative iODV applications.
Mark Yi-Cheon Yim, Shu-Chuan Chu & Paul L. Sauer. (2017) Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective. Journal of Interactive Marketing 39, pages 89-103.
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Pauline Lubens & E. Alison Holman. 2017. Textbook of Disaster Psychiatry. Textbook of Disaster Psychiatry 181 192 .
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Spencer R Barnes. (2016) Studies in the Efficacy of Motion Graphics: The Effects of Complex Animation on the Exposition Offered by Motion Graphics. Animation 11:2, pages 146-168.
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Sungryul Park, Jihhyeon Yi, Donghee Choi, Songil Lee, Gyouhyung Kyung, Byeonghwa Choi, Ja Eun Lee & Seungbae Lee. (2016) 66-4: Effects of Display Curvature and Lateral Viewing Position on Spatial Presence and Image Quality for 55″ TVs. SID Symposium Digest of Technical Papers 47:1, pages 911-914.
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Tilo Hartmann, Werner Wirth, Holger Schramm, Christoph Klimmt, Peter Vorderer, André Gysbers, Saskia Böcking, Niklas Ravaja, Jari Laarni, Timo Saari, Feliz Gouveia & Ana Maria Sacau. (2016) The Spatial Presence Experience Scale (SPES). Journal of Media Psychology 28:1, pages 1-15.
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So-Yeon Yoon, Yun Jung Choi & Hyunjoo Oh. (2015) User attributes in processing 3D VR-enabled showroom: Gender, visual cognitive styles, and the sense of presence. International Journal of Human-Computer Studies 82, pages 1-10.
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Yi Zhu, Ingrid Heynderickx & Judith A. Redi. (2015) Understanding the role of social context and user factors in video Quality of Experience. Computers in Human Behavior 49, pages 412-426.
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David J. Nguyen & Jay B. Larson. (2015) Don’t Forget About the Body: Exploring the Curricular Possibilities of Embodied Pedagogy. Innovative Higher Education 40:4, pages 331-344.
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Brittany L. Pavolik, Mark J. Piwinsky & Lacey A. Fulton. (2015) News Crawls in Local TV News: Do They Help or Hinder Information Recall and Retention. Advances in Journalism and Communication 03:04, pages 139-150.
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Judith A. Redi, Yi Zhu, Huib de Ridder & Ingrid Heynderickx. 2015. Visual Signal Quality Assessment. Visual Signal Quality Assessment 31 72 .
Jang Ho Moon. (2014) The Impact of Video Quality and Image Size on the Effectiveness of Online Video Advertising on YouTube. International Journal of Contents 10:4, pages 23-29.
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Walter Gantz & Nicky Lewis. (2014) Sports on Traditional and Newer Digital Media. Television & New Media 15:8, pages 760-768.
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Sabrina Sobieraj & Nicole C. Krämer. (2014) Do 3D Moviegoers Enjoy Screenings More than 2D Moviegoers?—On the Impact of 3D Fantasy Movie Perception on Enjoyment. Presence: Teleoperators and Virtual Environments 23:4, pages 430-448.
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Jongchul Oh & Sung-Joon Yoon. (2014) Validation of Haptic Enabling Technology Acceptance Model (HE-TAM): Integration of IDT and TAM. Telematics and Informatics 31:4, pages 585-596.
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Cheryl Campanella Bracken, Gary Pettey & Mu Wu. (2013) Revisiting the use of secondary task reaction time measures in telepresence research: exploring the role of immersion and attention. AI & SOCIETY 29:4, pages 533-538.
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Bradley M. Okdie, David R. Ewoldsen, Nicole L. Muscanell, Rosanna E. Guadagno, Cassie A. Eno, John A. Velez, Robert A. Dunn, Jamie O’Mally & Lauren Reichart Smith. (2014) Missed Programs (You Can’t TiVo This One): Why Psychologists Should Study Media. Perspectives on Psychological Science 9:2, pages 180-195.
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Anna Spagnolli, Cheryl Campanella Bracken & Valeria Orso. (2014) The role played by the concept of presence in validating the efficacy of a cybertherapy treatment: a literature review. Virtual Reality 18:1, pages 13-36.
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Anna Felnhofer, Oswald D. Kothgassner, Nathalie Hauk, Leon Beutl, Helmut Hlavacs & Ilse Kryspin-Exner. (2014) Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy. Computers in Human Behavior 31, pages 272-279.
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Rochelle E. Evans & Philip Kortum. (2013) Increasing Accuracy of Video Quality Ratings through Direction of Attention and Training. Applied Cognitive Psychology 27:5, pages 600-610.
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