References
- Aardema, F., O’Connor, K., Cote, S., & Taillon, A. (2010). Virtual reality induces dissociation and lowers sense of presence in objective reality. Cyberpsychology, Behavior and Social Networking, 13(4), 429–435. https://doi.org/https://doi.org/10.1089/cyber.2009.0164
- Alshaer, A., Regenbrecht, H., & O’Hare, D. (2017). Immersion factors affecting perception and behaviour in a virtual reality power wheelchair simulator. Applied Ergonomics, 58, 1–12. https://doi.org/https://doi.org/10.1016/j.apergo.2016.05.003
- Alsina-Jurnet, I., & Gutiérrez-Maldonado, J. (2010). Influence of personality and individual abilities on the sense of presence experienced in anxiety triggering VEs. International Journal of Human-computer Studies, 68(10), 788–801. https://doi.org/https://doi.org/10.1016/j.ijhcs.2010.07.001
- Alsina-Jurnet, I., Gutiérrez-Maldonado, J., & Rangel-Gómez, M. V. (2011). The role of presence in the level of anxiety experienced in clinical VEs. Computers in Human Behavior, 27(1), 504–512. https://doi.org/https://doi.org/10.1016/j.chb.2010.09.018
- American Psychological Association. (2018). Personality. https://www.apa.org/topics/personality/
- Axelsson, A. S., Abelin, A., Heldal, I., Schroeder, R., & Widestrom, J. (2001). Cubes in the cube: A comparison of a puzzle-solving task in a virtual and a real environment. CyberPsychology & Behavior, 4(2), 279–286. https://doi.org/https://doi.org/10.1089/109493101300117956
- Bailenson, J. N., Aharoni, E., Beall, A. C., Guadagno, R. E., Dimov, A., & Blascovich, J. (2004). Comparing behavioral and self-report measures of embodied agents’ social presence in immersive VEs. In Proceedings of the 7th Annual International Workshop on PRESENCE (pp. 1864–1105).
- Bailenson, J. N., & Yee, N. (2008). Virtual interpersonal touch: Haptic interaction and copresence in collaborative VEs. Multimedia Tools and Applications, 37(1), 5–14. https://doi.org/https://doi.org/10.1007/s11042-007-0171-2
- Bailey, J. H., & Witmer, B. G. (1994). Learning and transfer of spatial knowledge in a virtual environment. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 38(18), pp. 1158–1162). SAGE Publications.
- Bailey, R., Wise, K., & Bolls, P. (2009). How avatar customizability affects children’s arousal and subjective presence during junk food–sponsored online video games. CyberPsychology & Behavior, 12(3), 277–283. https://doi.org/https://doi.org/10.1089/cpb.2008.0292
- Banos, R., Botella, C., Garcia-Palacios, A., Villa, H., Perpina, C., & Gallardo, M. (1999). Psychological variables and reality judgment in VEs: The roles of absorption and dissociation. CyberPsychology & Behavior, 2(2), 143–148. https://doi.org/https://doi.org/10.1089/cpb.1999.2.143
- Banos, R. M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., & Rey, B. (2004). Immersion and emotion: Their impact on the sense of presence. Cyberpsychology & Behavior, 7(6), 734–741. https://doi.org/https://doi.org/10.1089/cpb.2004.7.734
- Banos, R. M., Botella, C., Guerrero, B., Liaño, V., Raya, M. A., & Rey, B. (2005). The third pole of the sense of presence: Comparing virtual and imagery spaces. PsychNology Journal, 3(1), 90–100.
- Barfield, W., Baird, K. M., & Bjorneseth, O. J. (1998). Presence in VEs as a function of type of input device and display update rate. Displays, 19(2), 91–98. https://doi.org/https://doi.org/10.1016/S0141-9382(98)00041-9
- Barfield, W., Lim, R., & Rosenberg, C. (1990). Visual enhancements and geometric field of viewfield-of-view as factors in the design of a three-dimensional perspective display. In Proceedings of the Human Factors Society Annual Meeting (Vol. 34 (19), pp. 1470–1473). SAGE Publications.
- Bartneck, C., Kanda, T., Ishiguro, H., & Hagita, N. (2007). Is the uncanny valley an uncanny cliff? In ROMAN 2007-The 16th IEEE International Symposium on Robot and Human Interactive Communication (pp. 368–373). IEEE.
- Baumgartner, T., Speck, D., Wettstein, D., Masnari, O., Beeli, G., & Jancke, L. (2008). Feeling present in arousing virtual reality worlds: Prefrontal brain regions differentially orchestrate presence experience in adults and children. Frontiers in Human Neuroscience, 2, 8. https://doi.org/https://doi.org/10.3389/neuro.09.008.2008
- Baus, O., & Bouchard, S. (2017). Exposure to an unpleasant odour increases the sense of presence in virtual reality. Virtual Reality, 21(2), 59–74. https://doi.org/https://doi.org/10.1007/s10055-016-0299-3
- Beardon, C. (1992). The ethics of virtual reality - Sussex. Digital Creativity (Intelligent Tutoring Media), 3(1), 23–28. https://doi.org/https://doi.org/10.1080/14626269209408302
- Benford, S., Greenhalgh, C., Rodden, T., & Pycock, J. (2001). Collaborative VEs. Communications of the ACM, 44(7), 79–85. https://doi.org/https://doi.org/10.1145/379300.379322
- Bentall, R. P. (1990). The illusion of reality: A review and integration of psychological research on hallucinations. Psychological Bulletin, 107(1), 82. https://doi.org/https://doi.org/10.1037/0033-2909.107.1.82
- Berger, C. C., Gonzalez-Franco, M., Ofek, E., & Hinckley, K. (2018). The uncanny valley of haptics. Science Robotics, 3(17), eaar7010. https://doi.org/https://doi.org/10.1126/scirobotics.aar7010
- Bergstrom, I., Azevedo, S., Papiotis, P., Saldanha, N., & Slater, M. (2017). The plausibility of a string quartet performance in virtual reality. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1352–1359. https://doi.org/https://doi.org/10.1109/TVCG.2017.2657138
- Biocca, F. (1997). The cyborg’s dilemma: Progressive embodiment in virtual environments. Journal of Computer-mediated Communication, 3(2), JCMC324.
- Biocca, F. (2003). Can we resolve the book, the physical reality, and the dream state problems? From the two-pole to a three-pole model of shifts in presence. In EU Future and Emerging Technologies, Presence Initiative Meeting.
- Biocca, F., & Levy, M. R. (1995, June). Communication applications of virtual reality. In Communication in the age of virtual reality (pp. 127–157). L. Erlbaum Associates Inc.
- Botella, C., Fernandez-Alvarez, J., Guillen, V., Garcia-Palacios, A., & Banos, R. (2017). Recent progress in virtual reality exposure therapy for phobias: A systematic review. Current Psychiatry Reports, 19(7), 1–13. https://doi.org/https://doi.org/10.1007/s11920-017-0788-4
- Bouchard, S., Dumoulin, S., Talbot, J., Ledoux, A. A., Phillips, J., Monthuy-Blanc, J., Labonté-Chartrand, G., Robillard, G., Cantamesse, M., & Renaud, P. (2012). Manipulating subjective realism and its impact on presence: Preliminary results on feasibility and neuroanatomical correlates. Interacting with Computers, 24(4), 227–236. https://doi.org/https://doi.org/10.1016/j.intcom.2012.04.011
- Bowman, D. A., & McMahan, R. P. (2007). Virtual reality: How much immersion is enough? Computer, 40(7), 36–43. https://doi.org/https://doi.org/10.1109/MC.2007.257
- Brooks, F. P. (1999). What’s real about virtual reality? IEEE Computer Graphics and Applications, 19(6), 16–27. https://doi.org/https://doi.org/10.1109/38.799723
- Bystrom, K. E., Barfield, W., & Hendrix, C. (1999). A conceptual model of the sense of presence in VEs. Presence: Teleoperators & VEs, 8(2), 241–244. https://doi.org/https://doi.org/10.1162/105474699566107
- Cartwright, G. F. (1994). Virtual or real? The mind in cyberspace. The Futurist, 28(2), 22.
- Chung, J. C., Harris, M. R., Brooks, F. P., Fuchs, H., Kelley, M. T., Hughes, J., … Pique, M. (1989). Exploring virtual worlds with head-mounted displays. In Three-Dimensional Visualization and Display Technologies (Vol. 1083, pp. 42–53). International Society for Optics and Photonics.
- Clemente, M., Rey, B., Rodríguez-Pujadas, A., Barros-Loscertales, A., Banos, R. M., Botella, C., Alcaniz, M., & Avila, C. (2013). An fMRI study to analyze neural correlates of presence during virtual reality experiences. Interacting with Computers, 26(3), 269–284. https://doi.org/https://doi.org/10.1093/iwc/iwt037
- Clemente, M., Rodríguez, A., Rey, B., & Alcaniz, M. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications, 41(4), 1584–1592. https://doi.org/https://doi.org/10.1016/j.eswa.2013.08.055
- Coelho, C., Tichon, J. G., Hine, T. J., Wallis, G. M., & Riva, G. (2006). Media presence and inner presence: The sense of presence in virtual reality technologies. In From communication to presence: Cognition, emotions and culture towards the ultimate communicative experience (pp. 25–45). IOS Press.
- Coxon, M., Kelly, N., & Page, S. (2016). Individual differences in virtual reality: Are spatial presence and spatial ability linked? Virtual Reality, 20(4), 203–212. https://doi.org/https://doi.org/10.1007/s10055-016-0292-x
- Cummings, J. J., & Bailenson, J. N. (2016). How immersive is enough? A meta-analysis of the effect of immersive technology on user presence. Media Psychology, 19(2), 272–309. https://doi.org/https://doi.org/10.1080/15213269.2015.1015740
- Curry, C., Li, R., Peterson, N., & Stoffregen, T. A. (2020). Cybersickness in virtual reality head-mounted displays: Examining the influence of sex differences and vehicle control. International Journal of Human–Computer Interaction, 36(12), 1161–1167. https://doi.org/https://doi.org/10.1080/10447318.2020.1726108
- Cutting, J. E. (1997). How the eye measures reality and virtual reality. Behavior Research Methods, Instruments and Computers, 29(1), 27–36. https://doi.org/https://doi.org/10.3758/BF03200563
- Czerwinski, M., Tan, D. S., & Robertson, G. G. (2002, April). Women take a wider view. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 195–202). ACM.
- Darken, R. P., Allard, T., & Achille, L. B. (1998). Spatial orientation and wayfinding in large-scale virtual spaces: An introduction. Presence, 7(2), 101–107. https://doi.org/https://doi.org/10.1162/105474698565604
- Diemer, J., Alpers, G. W., Peperkorn, H. M., Shiban, Y., & Mühlberger, A. (2015). The impact of perception and presence on emotional reactions: A review of research in virtual reality. Frontiers in Psychology, 6, 26. https://doi.org/https://doi.org/10.3389/fpsyg.2015.00026
- Dill, V., Flach, L. M., Hocevar, R., Lykawka, C., Musse, S. R., & Pinho, M. S. (2012, September). Evaluation of the uncanny valley in CG characters. In International Conference on Intelligent Virtual Agents (pp. 511–513). Springer.
- Dillon, C., Keogh, E., & Freeman, J. (2002, October). It’s been emotional’: Affect, physiology, and presence. In Proceedings of the Fifth Annual International Workshop on Presence, Porto, Portugal.
- Dinh, H. Q., Walker, N., Hodges, L. F., Song, C., & Kobayashi, A. (1999). Evaluating the importance of multi-sensory input on memory and the sense of presence in VEs. In Proceedings IEEE Virtual Reality (Cat. No. 99CB36316) (pp. 222–228). IEEE.
- Draper, J. V., Kaber, D. B., & Usher, J. M. (1998). Telepresence. Human Factors, 40(3), 354–375. https://doi.org/https://doi.org/10.1518/001872098779591386
- Draper, J. V., Kaber, D. B., & Usher, J. M. (1999). Speculations on the value of telepresence. CyberPsychology & Behavior, 2(4), 349–362. https://doi.org/https://doi.org/10.1089/cpb.1999.2.349
- Duh, H. B. L., Lin, J. J., Kenyon, R. V., Parker, D. E., & Furness, T. A. (2002). Effects of characteristics of image quality in an immersive environment. Presence: Teleoperators & VEs, 11(3), 324–332. https://doi.org/https://doi.org/10.1162/105474602317473259
- Edelstyn, N. M. J., & Oyebode, F. (1999). A review of the phenomenology and cognitive neuropsychological origins of the Capgras syndrome. International Journal of Geriatric Psychiatry, 14(1), 48–59. https://doi.org/https://doi.org/10.1002/(SICI)1099-1166(199901)14:1<48::AID-GPS891>3.0.CO;2-0
- Felnhofer, A., Kothgassner, O. D., Beutl, L., Hlavacs, H., & Kryspin-Exner, I. (2012). Is virtual reality made for men only? Exploring gender differences in the sense of presence. In Proceedings of the International Society on Presence Research (pp. 103–112).
- Felnhofer, A., Kothgassner, O. D., Hauk, N., Beutl, L., Hlavacs, H., & Kryspin-Exner, I. (2014). Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy. Computers in Human Behavior, 31, 272–279. https://doi.org/https://doi.org/10.1016/j.chb.2013.10.045
- Fox, J., Bailenson, J., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. Presence: Teleoperators and VEs, 18(4), 294–303. https://doi.org/https://doi.org/10.1162/pres.18.4.294
- Freeman, J., Avons, S. E., Meddis, R., Pearson, D. E., & IJsselsteijn, W. (2000). Using behavioral realism to estimate presence: A study of the utility of postural responses to motion stimuli. Presence: Teleoperators & VEs, 9(2), 149–164. https://doi.org/https://doi.org/10.1162/105474600566691
- Freeman, J., Avons, S. E., Pearson, D. E., & IJsselsteijn, W. A. (1999). Effects of sensory information and prior experience on direct subjective ratings of presence. Presence: Teleoperators & VEs, 8(1), 1–13. https://doi.org/https://doi.org/10.1162/105474699566017
- Freeman, J., & Lessiter, J. (2001). Here, there and everywhere: The effects of multichannel audio on presence. Georgia Institute of Technology.
- Freina, L., & Ott, M. (2015, April). A literature review on immersive virtual reality in education: State of the art and perspectives. In The international scientific conference elearning and software for education (Vol. 1, no. 133, 10–1007).
- Garau, M., Slater, M., Pertaub, D. P., & Razzaque, S. (2005). The responses of people to virtual humans in an immersive VE. Presence: Teleoperators & VEs, 14(1), 104–116. https://doi.org/https://doi.org/10.1162/1054746053890242
- Geng, J. (2013). Three-dimensional display technologies. Advances in Optics and Photonics, 5(4), 456–535. https://doi.org/https://doi.org/10.1364/AOP.5.000456
- Gorini, A., Capideville, C. S., De Leo, G., Mantovani, F., & Riva, G. (2011). The role of immersion and narrative in mediated presence: The virtual hospital experience. Cyberpsychology, Behavior and Social Networking, 14(3), 99–105. https://doi.org/https://doi.org/10.1089/cyber.2010.0100
- Gorisse, G., Christmann, O., Amato, E. A., & Richir, S. (2017). First-and third-person perspectives in immersive virtual environments: Presence and performance analysis of embodied users. Frontiers in Robotics and AI, 4, 33. https://doi.org/https://doi.org/10.3389/frobt.2017.00033
- Grassini, S., Laumann, K., & Skogstad, M. R. (2020). The use of virtual reality alone does not promote training performance (but sense of presence does). Frontiers in Psychology, 11. https://doi.org/https://doi.org/10.3389/fpsyg.2020.01743
- Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding media enjoyment: The role of transportation into narrative worlds. Communication Theory, 14(4), 311–327. https://doi.org/https://doi.org/10.1111/j.1468-2885.2004.tb00317.x
- Gyselinck, V., De Beni, R., Pazzaglia, F., Meneghetti, C., & Mondoloni, A. (2007). Working memory components and imagery instructions in the elaboration of a spatial mental model. Psychological Research, 71(3), 373. https://doi.org/https://doi.org/10.1007/s00426-006-0091-1
- Haans, A., & IJsselsteijn, W. (2006). Mediated social touch: A review of current research and future directions. Virtual Reality, 9(2–3), 149–159. https://doi.org/https://doi.org/10.1007/s10055-005-0014-2
- Hartmann, T., Wirth, W., Vorderer, P., Klimmt, C., Schramm, H., & Böcking, S. (2015). Spatial presence theory: State of the art and challenges ahead. Immersed in Media, 115–135.
- Heeter, C. (1992). Being there: The subjective experience of presence. Presence: Teleoperators & VEs, 1(2), 262–271. https://doi.org/https://doi.org/10.1162/pres.1992.1.2.262
- Hendrix, C., & Barfield, W. (1995). Presence in VEs as a function of visual and auditory cues. In Vrais (p. 74). IEEE.
- Herrera, G., Jordan, R., & Vera, L. (2006). Agency and presence: A common dependence on subjectivity? Presence: Teleoperators and Virtual Environments, 15(5), 539–552. https://doi.org/https://doi.org/10.1162/pres.15.5.539
- Hettinger, L. J., Nolan, M. D., Kennedy, R. S., Berbaum, K. S., Schnitzius, K. P., & Edinger, K. M. (1987). Visual display factors contributing to simulator sickness. In Proceedings of the Human Factors Society Annual Meeting (Vol. 31(5), pp. 497–501). SAGE Publications.
- Hodges, L. F., Kooper, R., Meyer, T. C., De Graaff, J. J. H., Rothbaum, B. O., Opdyke, D., … North, M. M. (1994). Presence as the defining factor in a VR application. Georgia Institute of Technology.
- Hofer, M., Hartmann, T., Eden, A., Ratan, R., & Hahn, L. (2020). The role of plausibility in the experience of spatial presence in virtual environments. Frontiers in Virtual Reality, 1, 2. https://doi.org/https://doi.org/10.3389/frvir.2020.00002
- Hoffman, H. G., Hollander, A., Schroder, K., Rousseau, S., & Furness, T. (1998). Physically touching and tasting virtual objects enhances the realism of virtual experiences. Virtual Reality, 3(4), 226–234. https://doi.org/https://doi.org/10.1007/BF01408703
- Hoffman, H. G., Patterson, D. R., & Carrougher, G. J. (1999). Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: A controlled study. The Clinical Journal of Pain, 16(3), 244–250. https://doi.org/https://doi.org/10.1097/00002508-200009000-00010
- Huang, M. P., & Alessi, N. E. (1999). Mental health implications for presence. CyberPsychology & Behavior, 2(1), 15–18. https://doi.org/https://doi.org/10.1089/cpb.1999.2.15
- Huang, M. P., & Alessi, N. E. (1999a). Presence as an emotional experience. Studies in Health Technology and Informatics, 148–153.
- Hvass, J., Larsen, O., Vendelbo, K., Nilsson, N., Nordahl, R., & Serafin, S. (2017). Visual realism and presence in a virtual reality game. In 2017 3DTV Conference: The True Vision-Capture, Transmission and Display of 3D Video (3DTV-CON) (pp. 1–4). IEEE.
- Iachini, T., Maffei, L., Masullo, M., Senese, V. P., Rapuano, M., Pascale, A., Sorrentino, F., & Ruggiero, G. (2019). The experience of virtual reality: Are individual differences in mental imagery associated with sense of presence? Cognitive Processing, 20(3), 291–298. https://doi.org/https://doi.org/10.1007/s10339-018-0897-y
- IJsselsteijn, W., De Ridder, H., Hamberg, R., Bouwhuis, D., & Freeman, J. (1998). Perceived depth and the feeling of presence in 3DTV. Displays, 18(4), 207–214. https://doi.org/https://doi.org/10.1016/S0141-9382(98)00022-5
- Ijsselsteijn, W., Harper, B., & TPRW Group. (2001). Virtually there? A vision on presence research. Presence–IST2000,31014.
- Ijsselsteijn, W. A. (2002). Elements of a multi-level theory of presence: Phenomenology, mental processing and neural correlates. Presented at Presence 2002.
- IJsselsteijn, W. A. (2003). Presence in the past: What can we learn from media history? In Being there: concepts, effects and measurements of user presence in synthetic environments (pp. 17–40). Ios Press.
- IJsselsteijn, W. A., Bouwhuis, D. G., Freeman, J., & De Ridder, H. (2002). P‐15: Presence as an Experiential Metric for 3‐D Display Evaluation. In SID Symposium Digest of Technical Papers (Vol. 33(1), pp. 252–255). Blackwell Publishing Ltd.
- IJsselsteijn, W. A., De Ridder, H., Freeman, J., & Avons, S. E. (2000). Presence: Concept, determinants, and measurement. In Human Vision and Electronic Imaging V (Vol. 3959, pp. 520–530). International Society for Optics and Photonics.
- IJsselsteijn, W. A., Freeman, J., & De Ridder, H. (2001). Presence: Where are we? Cyberpsychology, Behavior and Social Networking, 4(2), 179–182. https://doi.org/https://doi.org/10.1089/109493101300117875
- Insko, B. (2003). Measuring presence: Subjective, behavioral and physiological methods. In Being There: Concepts, effects and measurement of user presence in synthetic environments. Los Press.
- International Society for Presence Research [ISPR]. (2000). The concept of presence: Explication statement. https://ispr.info/
- Jackson, R. E. (2009). Individual differences in distance perception. Proceedings of the Royal Society B: Biological Sciences, 276(1662), 1665–1669. https://doi.org/https://doi.org/10.1098/rspb.2009.0004
- Jackson, R. E., Willey, C. R., & Cormack, L. K. (2013). Learning and exposure affect environmental perception less than evolved navigation costs. PLoS One, 8(4), e59690. https://doi.org/https://doi.org/10.1371/journal.pone.0059690
- James, W. (1890). The principles of psychology (Vol. 1). Read Books Ltd.
- Jancke, L., Cheetham, M., & Baumgartner, T. (2009). Virtual reality and the role of the prefrontal cortex in adults and children. Frontiers in Neuroscience, 3(1), 6. https://doi.org/https://doi.org/10.3389/neuro.01.006.2009
- Jerome, L. W., & Jordan, P. J. (2007). Psychophysiological perspective on presence: The implications of mediated environments on relationships, behavioral health and social construction. Psychological Services, 4(2), 75. https://doi.org/https://doi.org/10.1037/1541-1559.4.2.75
- Kaul, O. B., Meier, K., & Rohs, M. (2017, September). Increasing presence in virtual reality with a vibrotactile grid around the head. In IFIP Conference on Human-Computer Interaction (pp. 289–298). Springer.
- Kim, S. Y., Schmitt, B. H., & Thalmann, N. M. (2019). Eliza in the uncanny valley: Anthropomorphizing consumer robots increases their perceived warmth but decreases liking. Marketing Letters, 30(1), 1–12. https://doi.org/https://doi.org/10.1007/s11002-019-09485-9
- Kline, P. B., & Witmer, B. G. (1996). Distance perception in VEs: Effects of field of viewfield-of-view and surface texture at near distances. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 40(22), pp. 1112–1116). SAGE Publications.
- Kluver, H. (1942). Mechanisms of hallucinations. In Terman & Merrill (Eds.), Studies in Personality (pp. 175–207). NY: McGraw-Hill.
- Kober, S. E., & Neuper, C. (2012). Using auditory event-related EEG potentials to assess presence in virtual reality. International Journal of Human-Computer Studies, 70(9), 577–587. https://doi.org/https://doi.org/10.1016/j.ijhcs.2012.03.004
- Kober, S. E., & Neuper, C. (2013). Personality and presence in virtual reality: Does their relationship depend on the used presence measure? International Journal of Human-Computer Interaction, 29(1), 13–25. https://doi.org/https://doi.org/10.1080/10447318.2012.668131
- Krassmann, A. L., Melo, M., Peixoto, B., Pinto, D., Bessa, M., & Bercht, M. (2020, July). Learning in virtual reality: Investigating the effects of immersive tendencies and sense of presence. In International Conference on Human-Computer Interaction (pp. 270–286). Springer.
- Kuzmicova, A. (2012). Presence in the reading of literary narrative: A case for motor enactment. Semiotica, 2012(189), 23–48. https://doi.org/https://doi.org/10.1515/semi.2011.071
- Laarni, J., Ravaja, N., Saari, T., & Hartmann, T. (2004). Personality-related differences in subjective presence. In Proceedings of the seventh annual international workshop presence (pp. 88–95).
- Lachlan, K., & Krcmar, M. (2011). Experiencing presence in video games: The role of presence tendencies, game experience, gender, and time spent in play. Communication Research Reports, 28(1), 27–31. https://doi.org/https://doi.org/10.1080/08824096.2010.518924
- Lauria, R. (1997). Virtual reality: An empirical-metaphysical testbed. Journal of Computer-mediated Communication, 3(2), JCMC323.
- Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50. https://doi.org/https://doi.org/10.1111/j.1468-2885.2004.tb00302.x
- Lee, K. M. (2004a). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators & Virtual Environments, 13(4), 494–505. https://doi.org/https://doi.org/10.1162/1054746041944830
- Lemley, M. A., & Volokh, E. (2017). Law, virtual reality, and augmented reality. University of Pennsylvania Law Review, 166, 1051.
- Liao, T., Jennings, N. A., Dell, L., & Collins, C. (2019). Could the virtual dinosaur see you? Understanding children’s perceptions of presence and reality distinction in virtual reality environments. Journal For Virtual Worlds Research, 12(2). https://doi.org/https://doi.org/10.4101/jvwr.v12i2.7361
- Lin, J. W., Duh, H. B. L., Parker, D. E., Abi-Rached, H., & Furness, T. A. (2002). Effects of field of viewfield-of-view on presence, enjoyment, memory, and simulator sickness in a VE. In Virtual Reality, 2002. Proceedings. IEEE (pp. 164–171). IEEE.
- Ling, Y., Brinkman, W. P., Nefs, H. T., Qu, C., & Heynderickx, I. (2012). Effects of stereoscopic viewing on presence, anxiety, and cybersickness in a virtual reality environment for public speaking. Presence: Teleoperators and Virtual Environments, 21(3), 254–267. https://doi.org/https://doi.org/10.1162/PRES_a_00111
- Ling, Y., Nefs, H. T., Morina, N., Heynderickx, I., & Brinkman, W. P. (2014). A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders. PloS One, 9(5), e96144. https://doi.org/https://doi.org/10.1371/journal.pone.0096144
- Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://doi.org/https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
- Lombard, M., Ditton, T. B., Crane, D., Davis, B., Gil-Egui, G., Horvath, K., … Park, S. (2000). Measuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument. In Third international workshop on presence, Delft, The Netherlands (Vol. 240, pp. 2–4).
- Lombard, M., & Jones, M. T. (2015). Defining presence. In Immersed in Media (pp. 13–34). Springer.
- Malloy, K. M., & Milling, L. S. (2010). The effectiveness of virtual reality distraction for pain reduction: A systematic review. Clinical Psychology Review, 30(8), 1011–1018. https://doi.org/https://doi.org/10.1016/j.cpr.2010.07.001
- Mantovani, G., & Riva, G. (1999). “Real” presence: How different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence, 8(5), 540–550. https://doi.org/https://doi.org/10.1162/105474699566459
- Mazuryk, T., & Gervautz, M. (1996). Virtual reality: History, applications, technology and future. Institute of Computer Graphics, Vienna University of Technology.
- McCreery, M. P., Schrader, P. G., Krach, S. K., & Boone, R. (2013). A sense of self: The role of presence in virtual environments. Computers in Human Behavior, 29(4), 1635–1640. https://doi.org/https://doi.org/10.1016/j.chb.2013.02.002
- Meehan, M., Insko, B., Whitton, M., & Brooks, F. P., Jr. (2002). Physiological measures of presence in stressful VEs. ACM Transactions on Graphics (Tog), 21(3), 645–652. https://doi.org/https://doi.org/10.1145/566654.566630
- Meehan, M., Razzaque, S., Whitton, M. C., & Brooks, F. P., Jr (2003). Effect of latency on presence in stressful VEs. In null (p. 141). IEEE.
- Mekni, M., & Lemieux, A. (2014). Augmented reality: Applications, challenges and future trends. Applied Computational Science, 20, 205–214.
- Metz, R. (2017, January 27). Remember second life? Its creators are back with a virtual reality platform. https://www.technologyreview.com/s/603422/second-life-is-back-for-a-third-life-this-time-in-virtual-reality/
- Mikropoulos, T. A., & Strouboulis, V. (2004). Factors that influence presence in educational VEs. CyberPsychology & Behavior, 7(5), 582–591. https://doi.org/https://doi.org/10.1089/cpb.2004.7.582
- Miller, J. C., Sharkey, T. J., Graham, G. A., & McCauley, M. E. (1993). Autonomic physiological data associated with simulator discomfort. Aviation, Space, and Environmental Medicine, 64(9 Pt 1), 813–819.
- Mitchell, W. J., Szerszen, K. A., Sr, Lu, A. S., Schermerhorn, P. W., Scheutz, M., & MacDorman, K. F. (2011). A mismatch in the human realism of face and voice produces an uncanny valley. i-Perception, 2(1), 10–12. https://doi.org/https://doi.org/10.1068/i0415
- Mori, M. (1970). The uncanny valley. Energy, 7(4), 33–35.
- Mraz, R., Hong, J., Quintin, G., Staines, W. R., McIlroy, W. E., Zakzanis, K. K., & Graham, S. J. (2003). A platform for combining virtual reality experiments with functional magnetic resonance imaging. CyberPsychology & Behavior, 6(4), 359–368. https://doi.org/https://doi.org/10.1089/109493103322278736
- Munafo, J., Diedrick, M., & Stoffregen, T. A. (2017). The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects. Experimental Brain Research, 235(3), 889–901. https://doi.org/https://doi.org/10.1007/s00221-016-4846-7
- Munyan, B. G., III, Neer, S. M., Beidel, D. C., & Jentsch, F. (2016). Olfactory stimuli increase presence in virtual environments. PloS One, 11(6), e0157568. https://doi.org/https://doi.org/10.1371/journal.pone.0157568
- Murray, C. D., Fox, J., & Pettifer, S. (2007). Absorption, dissociation, locus of control and presence in virtual reality. Computers in Human Behavior, 23(3), 1347–1354. https://doi.org/https://doi.org/10.1016/j.chb.2004.12.010
- Nichols, S. (1999). Physical ergonomics of VE use. Applied Ergonomics, 30(1), 79–90. https://doi.org/https://doi.org/10.1016/S0003-6870(98)00045-3
- Nichols, S., Cobb, S., & Wilson, J. R. (1997). Health and safety implications of VEs: Measurement issues. Presence: Teleoperators & VEs, 6(6), 667–675. https://doi.org/https://doi.org/10.1162/pres.1997.6.6.667
- Nichols, S., Haldane, C., & Wilson, J. R. (2000). Measurement of presence and its consequences in virtual environments. International Journal of Human-Computer Studies, 52(3), 471–491. https://doi.org/https://doi.org/10.1006/ijhc.1999.0343
- North, M. M., & North, S. M. (2018). The sense of presence exploration in virtual reality therapy. Journal of Universal Computer Science, 24(2), 72–84.
- Nowak, K. L., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users’ sense of telepresence, copresence, and social presence in VEs. Presence: Teleoperators & VEs, 12(5), 481–494. https://doi.org/https://doi.org/10.1162/105474603322761289
- Nowak, K. L., Krcmar, M., & Farrar, K. M. (2008). The causes and consequences of presence: Considering the influence of violent video games on presence and aggression. Presence: Teleoperators and VEs, 17(3), 256–268. https://doi.org/https://doi.org/10.1162/pres.17.3.256
- Nwaneri, C. (2017). Ready lawyer one: Legal issues in the innovation of virtual reality. Harvard Journal of Law & Technology, 30(2).
- Nystad, E., & Sebok, A. (2004). A comparison of two presence measures based on experimental results. In Proceedings of the seventh international workshop on presence (pp. 266–273).
- Obrist, M., Velasco, C., Vi, C., Ranasinghe, N., Israr, A., Cheok, A., Spence, C., & Gopalakrishnakone, P. (2016). Sensing the future of HCI: Touch, taste, and smell user interfaces. Interactions, 23(5), 40–49. https://doi.org/https://doi.org/10.1145/2973568
- Ochs, M., Mestre, D., De Montcheuil, G., Pergandi, J. M., Saubesty, J., Lombardo, E., Francon, D., & Blache, P. (2019). Training doctors’ social skills to break bad news: Evaluation of the impact of virtual environment displays on the sense of presence. Journal on Multimodal User Interfaces, 13(1), 41–51. https://doi.org/https://doi.org/10.1007/s12193-018-0289-8
- Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018). A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114. https://doi.org/https://doi.org/10.3389/frobt.2018.00114
- Parise, S., Kiesler, S., Sproull, L., & Waters, K. (1996, November). My partner is a real dog: Cooperation with social agents. In Proceedings of the 1996 ACM conference on Computer supported cooperative work (pp. 399–408). ACM.
- Parola, M., Johnson, S., & West, R. (2016). Turning presence inside-out: Metanarratives. Electronic Imaging, 2016(4), 1–9. https://doi.org/https://doi.org/10.2352/.2470-1173.2016.4.ERVR-418
- Poeschl, S., Wall, K., & Doering, N. (2013, March). Integration of spatial sound in immersive virtual environments an experimental study on effects of spatial sound on presence. In 2013 IEEE Virtual Reality (VR) (pp. 129–130). IEEE.
- Pujol-Tost, L. (2018). Cultural presence in virtual archaeology: An exploratory analysis of factors. Presence: Teleoperators and Virtual Environments, 26(3), 247–263. https://doi.org/https://doi.org/10.1162/pres_a_00296
- Ramachandran, V. S., & Anstis, S. M. (1986). The perception of apparent motion. Scientific American, 254(6), 102–109. https://doi.org/https://doi.org/10.1038/scientificamerican0686-102
- Ratan, R., Santa Cruz, M., & Vorderer, P. (2007). Multitasking, presence, and self-presence on the Wii. In Proceedings of the 10th Annual International Workshop on Presence (pp. 167–190). Starlab Barcelona SL.
- Reiner, M. (2004). The role of haptics in immersive telecommunication environments. IEEE Transactions on Circuits and Systems for Video Technology, 14(3), 392–401. https://doi.org/https://doi.org/10.1109/TCSVT.2004.823399
- Rey, B., Alcañiz, M., Tembl, J., & Parkhutik, V. (2008). Brain activity and presence: A preliminary study in different immersive conditions using transcranial Doppler monitoring. Virtual Reality, 14(1), 55–65. https://doi.org/https://doi.org/10.1007/s10055-009-0141-2
- Robinett, W. (1992). Synthetic experience: A proposed taxonomy. Presence: Teleoperators & VEs, 1(2), 229–247. https://doi.org/https://doi.org/10.1162/pres.1992.1.2.229
- Rotter, J. B. (1966). Generalized expectancies for internal versus external control of reinforcement. Psychological Monographs: General and Applied, 80(1), 1. https://doi.org/https://doi.org/10.1037/h0092976
- Sacau, A., Laarni, J., Ravaja, N., & Hartmann, T. (2005). The impact of personality factors on the experience of spatial presence. In The 8th International Workshop on Presence (Presence 2005) (pp. 143–151).
- Salisbury, J. K., & Srinivasan, M. A. (1997). Phantom-based haptic interaction with virtual objects. IEEE Computer Graphics and Applications, 17(5), 6–10. https://doi.org/https://doi.org/10.1109/MCG.1997.1626171
- Sallnas, E. L. (1999). Presence in multimodal interfaces. In 2nd International Workshop on Presence (pp. 6–7). University of Essex.
- Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature Reviews Neuroscience, 6(4), 332–339. https://doi.org/https://doi.org/10.1038/nrn1651
- Sas, C. (2004). Individual differences in VEs. In International Conference on Computational Science (pp. 1017–1024). Springer.
- Sas, C., & O’Hare, G. M. (2003). Presence equation: An investigation into cognitive factors underlying presence. Presence: Teleoperators & VEs, 12(5), 523–537. https://doi.org/https://doi.org/10.1162/105474603322761315
- Sas, C., O’Hare, G. M., & Reilly, R. (2004). Presence and task performance: An approach in the light of cognitive style. Cognition, Technology & Work, 6(1), 53–56. https://doi.org/https://doi.org/10.1007/s10111-003-0145-8
- Schloerb, D. W. (1995). A quantitative measure of telepresence. Presence: Teleoperators & VEs, 4(1), 64–80. https://doi.org/https://doi.org/10.1162/pres.1995.4.1.64
- Schroeder, R. (Ed.). (2002). The social life of avatars: Presence and interaction in shared VEs. Springer Science & Business Media.
- Schubert, T., & Crusius, J. (2002). Five theses on the book problem: Presence in books, film and VR. In PRESENCE 2002-Proceedings of the fifth international workshop on Presence (pp. 53–59). Universidad Fernando Pessoa.
- Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators & VEs, 10(3), 266–281. https://doi.org/https://doi.org/10.1162/105474601300343603
- Schubert, T., Regenbrecht, H., & Schubert, T. (2000). Real and illusory interactions enhance presence in VEs. In Proceedings of the 3rd International Workshop on Presence.
- Schubert, T. W. (2009). A new conception of spatial presence: Once again, with feeling. Communication Theory, 19(2), 161–187. https://doi.org/https://doi.org/10.1111/j.1468-2885.2009.01340.x
- Schubert, T. W., Friedmann, F., & Regenbrecht, H. T. (1999). Decomposing the sense of presence: Factor analytic insights. In 2nd international workshop on presence (Vol. 1999).
- Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. CyberPsychology & Behavior, 4(2), 183–201. https://doi.org/https://doi.org/10.1089/109493101300117884
- Schultz, S. H., North, S. W., & Shields, C. G. (2007). Schizophrenia: A review. American Family Physician, 75(12), 1821–1829.
- Schultze, U. (2010). Embodiment and presence in virtual worlds: A review. Journal of Information Technology, 25(4), 434–449. https://doi.org/https://doi.org/10.1057/jit.2009.25
- Schwind, V., Knierim, P., Haas, N., & Henze, N. (2019, May). Using presence questionnaires in virtual reality. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1–12).
- Seth, A. K., Suzuki, K., & Critchley, H. D. (2012). An interoceptive predictive coding model of conscious presence. Frontiers in Psychology, 2, 395. https://doi.org/https://doi.org/10.3389/fpsyg.2011.00395
- Seyama, J. I., & Nagayama, R. S. (2007). The uncanny valley: Effect of realism on the impression of artificial human faces. Presence: Teleoperators and Virtual Environments, 16(4), 337–351. https://doi.org/https://doi.org/10.1162/pres.16.4.337
- Sheridan, T. B. (1992). Defining our terms. Presence: Teleoperators & Virtual Environments, 1(2), 272–274. https://doi.org/https://doi.org/10.1162/pres.1992.1.2.272
- Sheridan, T. B. (1992a). Musings on telepresence and virtual presence. Presence: Teleoperators & VEs, 1(1), 120–126. https://doi.org/https://doi.org/10.1162/pres.1992.1.1.120
- Sheridan, T. B. (1993). My anxieties about virtual environments. Presence: Teleoperators & Virtual Environments, 2(2), 141–142. https://doi.org/https://doi.org/10.1162/pres.1993.2.2.141
- Sheridan, T. B. (1994). Further musings on the psychophysics of presence. Presence: Teleoperators & VEs, 5(2), 241–246. https://doi.org/https://doi.org/10.1162/pres.1996.5.2.241
- Sheridan, T. B. (1999). Descartes, Heidegger, Gibson, and God: Toward an eclectic ontology of presence. Presence, 8(5), 551–559. https://doi.org/https://doi.org/10.1162/105474699566468
- Simon, S. C., & Greitemeyer, T. (2019). The impact of immersion on the perception of pornography: A virtual reality study. Computers in Human Behavior, 93, 141–148. https://doi.org/https://doi.org/10.1016/j.chb.2018.12.018
- Simons, D. J., & Chabris, C. F. (1999). Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception, 28(9), 1059–1074. https://doi.org/https://doi.org/10.1068/p281059
- Siriaraya, P., & Siang Ang, C. (2012). Age differences in the perception of social presence in the use of 3D virtual world for social interactionq. Interacting with Computers, 24(4), 280–291. https://doi.org/https://doi.org/10.1016/j.intcom.2012.03.003
- Skarbez, R., Brooks, F. P., Jr, & Whitton, M. C. (2017). A survey of presence and related concepts. ACM Computing Surveys (CSUR), 50(6), 1–39. https://doi.org/https://doi.org/10.1145/3134301
- Skarbez, R., Neyret, S., Brooks, F. P., Slater, M., & Whitton, M. C. (2017a). A psychophysical experiment regarding components of the plausibility illusion. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1369–1378. https://doi.org/https://doi.org/10.1109/TVCG.2017.2657158
- Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3), 1–5.
- Slater, M. (2004). How colorful was your day? Why questionnaires cannot assess presence in VEs. Presence: Teleoperators & VEs, 13(4), 484–493. https://doi.org/https://doi.org/10.1162/1054746041944849
- Slater, M. (2004a). A note on presence terminology. Presence Connect, 3(3), 1–5.
- Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive VEs. Philosophical Transactions of the Royal Society of London B: Biological Sciences, 364(1535), 3549–3557. https://doi.org/https://doi.org/10.1098/rstb.2009.0138
- Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British Journal of Psychology,109(3), 431–433.
- Slater, M., Brogni, A., & Steed, A. (2003). Physiological responses to breaks in presence: A pilot study. In Presence 2003: The 6th Annual International Workshop on Presence (Vol. 157). Citeseer.
- Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., Watson, Z., Breen, G., Schwarz, R., Steptoe, W., Szostak, D., Halan, S., Fox, D., & Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 1. https://doi.org/https://doi.org/10.3389/frvir.2020.00001
- Slater, M., Khanna, P., Mortensen, J., & Yu, I. (2009). Visual realism enhances realistic response in an immersive VE. IEEE Computer Graphics and Applications, 29(3), 76–84. https://doi.org/https://doi.org/10.1109/MCG.2009.55
- Slater, M., Linakis, V., Usoh, M., & Kooper, R. (1996). Immersion, presence, and performance in VEs: An experiment with tri-dimensional chess. In ACM virtual reality software and technology (VRST) (Vol. 163, p. 72). ACM Press.
- Slater, M., & Sanchez-Vives, M. V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74.
- Slater, M., Spanlang, B., & Corominas, D. (2010). Simulating virtual environments within virtual environments as the basis for a psychophysics of presence. ACM Transactions on Graphics (TOG), 29(4), 1–9. https://doi.org/https://doi.org/10.1145/1778765.1778829
- Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators & Virtual Environments, 2(3), 221–233. https://doi.org/https://doi.org/10.1162/pres.1993.2.3.221
- Slater, M., Usoh, M., & Chrysanthou, Y. (1995). The influence of dynamic shadows on presence in immersive virtual environments. In Virtual environments’ 95 (pp. 8–21). Springer.
- Slater, M., Usoh, M., & Steed, A. (1994). Steps and ladders in virtual reality. In Virtual Reality Software and Technology (pp. 45–54).
- Slater, M., Usoh, M., & Steed, A. (1994a). Depth of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 3(2), 130–144. https://doi.org/https://doi.org/10.1162/pres.1994.3.2.130
- Slater, M., Usoh, M., & Steed, A. (1995). Taking steps: The influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction (TOCHI), 2(3), 201–219. https://doi.org/https://doi.org/10.1145/210079.210084
- Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators & Virtual Environments, 6(6), 603–616. https://doi.org/https://doi.org/10.1162/pres.1997.6.6.603
- Spagnolli, A., & Gamberini, L. (2004). The sense of being “there”: A model for the space of presence. In Proceedings of the 7th Annual International Workshop on Presence (pp. 48–53).
- Spiegel, J. S. (2018). The ethics of virtual reality technology: Social hazards and public policy recommendations. Science and Engineering Ethics, 24(5), 1537–1550. https://doi.org/https://doi.org/10.1007/s11948-017-9979-y
- Stanney, K., Kennedy, R., Drexler, J., & Harm, D. (1999). Motion sickness and proprioceptive aftereffects following VE exposure. Applied Ergonomics, 30(1), 27–38. https://doi.org/https://doi.org/10.1016/S0003-6870(98)00039-8
- Stanney, K. M., Mourant, R. R., & Kennedy, R. S. (1998). Human factors issues in VEs: A review of the literature. Presence, 7(4), 327–351. https://doi.org/https://doi.org/10.1162/105474698565767
- Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93. https://doi.org/https://doi.org/10.1111/j.1460-2466.1992.tb00812.x
- Stevens, B., & Jerrams-Smith, J. (2001). The sense of object-presence with projection-augmented models. In Haptic Human-Computer Interaction (pp. 194–198). Springer.
- Stoffregen, T. A., Bardy, B. G., Smart, L. J., & Pagulayan, R. J. (2003). On the nature and evaluation of fidelity in virtual environments. Virtual and Adaptive Environments: Applications, Implications, and Human Performance Issues, 111–128.
- Strauss, S. (1998). Cybersickness: The side effects of virtual reality. Technology Review, 98(5), 14–16.
- Sutherland, I. E. (1965). The ultimate display. Multimedia: From Wagner to Virtual Reality, 506–508.
- Takemura, H., & Kishino, F. (1992). Cooperative work environment using virtual workspace. In Proceedings of the 1992 ACM conference on Computer-supported cooperative work (pp. 226–232). ACM.
- Tart, C. T. (1972). States of consciousness and state-specific sciences. Science, 176(4040), 1203–1210. https://doi.org/https://doi.org/10.1126/science.176.4040.1203
- Tart, C. T. (1986). Consciousness, altered states, and worlds of experience. Journal of Transpersonal Psychology, 18(2), 159–170.
- Tellegen, A., & Atkinson, G. (1974). Openness to absorbing and self-altering experiences (“absorption”), a trait related to hypnotic susceptibility. Journal of Abnormal Psychology, 83(3), 268. https://doi.org/https://doi.org/10.1037/h0036681
- Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using presence questionnaires in reality. Presence: Teleoperators & VEs, 9(5), 497–503. https://doi.org/https://doi.org/10.1162/105474600566989
- Usoh, M., & Slater, M. (1995). An exploration of immersive VEs. Endeavour, 19(1), 34–38. https://doi.org/https://doi.org/10.1016/0160-9327(95)98892-J
- Van Baren, J., & Ijsselsteijn, W. (2004). Measuring presence: A guide to current measurement approaches (OmniPres project IST-2001-39237, Project Report).
- Van Schaik, P. V., Turnbull, T., Wersch, A. V., & Drummond, S. (2004). Presence within a mixed reality environment. CyberPsychology & Behavior, 7(5), 540–552. https://doi.org/https://doi.org/10.1089/1094931042403145
- Vastfjall, D. (2003). The subjective sense of presence, emotion recognition, and experienced emotions in auditory VEs. CyberPsychology & Behavior, 6(2), 181–188. https://doi.org/https://doi.org/10.1089/109493103321640374
- Villani, D., Repetto, C., Cipresso, P., & Riva, G. (2012). May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview. Interacting with Computers, 24(4), 265–272. https://doi.org/https://doi.org/10.1016/j.intcom.2012.04.008
- Villani, D., Riva, F., & Riva, G. (2007). New technologies for relaxation: The role of presence. International Journal of Stress Management, 14(3), 260. https://doi.org/https://doi.org/10.1037/1072-5245.14.3.260
- Wallach, H. S., Safir, M. P., & Samana, R. (2010). Personality variables and presence. Virtual Reality, 14(1), 3–13. https://doi.org/https://doi.org/10.1007/s10055-009-0124-3
- Wang, S., & Rochat, P. (2017). Human perception of animacy in light of the uncanny valley phenomenon. Perception, 46(12), 1386–1411. https://doi.org/https://doi.org/10.1177/0301006617722742
- Wang, Y., Otitoju, K., Liu, T., Kim, S., & Bowman, D. A. (2006). Evaluating the effects of real worldreal-world distraction on user performance in VEs. In Proceedings of the ACM symposium on Virtual reality software and technology (pp. 19–26). ACM.
- Wann, J., & Mon-Williams, M. (1996). What does virtual reality NEED?: Human factors issues in the design of three-dimensional computer environments. International Journal of Human-Computer Studies, 44(6), 829–847. https://doi.org/https://doi.org/10.1006/ijhc.1996.0035
- Ware, C., Arthur, K., & Booth, K. S. (1993). Fish tank virtual reality. In Proceedings of the INTERACT’93 and CHI’93 conference on Human factors in computing systems (pp. 37–42). ACM.
- Waterworth, E. L., & Waterworth, J. A. (2001). Focus, locus, and sensus: The three dimensions of virtual experience. CyberPsychology & Behavior, 4(2), 203–213. https://doi.org/https://doi.org/10.1089/109493101300117893
- Waterworth, J. A., & Waterworth, E. L. (2003). The meaning of presence. Presence-Connect 3.
- Wiederhold, B. K., Davis, R., & Wiederhold, M. D. (1998). The effects of immersiveness on physiology. In G. Riva, B. K. Wiederhold, & E. Molinari (Eds.), Studies in health technology and informatics, Vol. 58. VEs in clinical psychology and neuroscience: Methods and techniques in advanced patient–therapist interaction (pp. 52–60). IOS Press.
- Wiederhold, B. K., Jang, D. P., Kaneda, M., Cabral, I., Lurie, Y., May, T., … Kim, S. I. (2001). An investigation into physiological responses in VEs: An objective measurement of presence. Towards cyberpsychology: Mind, cognitions and society in the internet age.
- Winn, W. (1993). A conceptual basis for educational applications of virtual reality. Technical Publication R-93-9, Human Interface Technology Laboratory of the Washington Technology Center. University of Washington.
- Wirth, W., Hartmann, T., Bocking, S., Vorderer, P., Klimmt, C., Schramm, H., Laarni, P., Ravaja, N., Gouveia, F. R., Biocca, F., Sacau, A., Jäncke, L., Baumgartner, T., Jäncke, P., & Saari, T. (2007). A process model of the formation of spatial presence experiences. Media Psychology, 9(3), 493–525. https://doi.org/https://doi.org/10.1080/15213260701283079
- Wirth, W., Hofer, M., & Schramm, H. (2012). The role of emotional involvement and trait absorption in the formation of spatial presence. Media Psychology, 15(1), 19–43. https://doi.org/https://doi.org/10.1080/15213269.2011.648536
- Wirth, W., Wolf, S., Mogerle, U., & Bocking, S. (2004). Measuring the subjective experience of presence with Think-Aloud method: Theory, instruments, implications. In Proceedings of the Seventh Annual International Workshop on Presence (pp. 351–358).
- Witmer, B. G., Jerome, C. J., & Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators & Virtual Environments, 14(3), 298–312. https://doi.org/https://doi.org/10.1162/105474605323384654
- Witmer, B. G., & Singer, M. J. (1998). Measuring presence in VEs: A presence questionnaire. Presence, 7(3), 225–240. https://doi.org/https://doi.org/10.1162/105474698565686
- Woolley, D. G., Vermaercke, B., De Beeck, H. O., Wagemans, J., Gantois, I., D’Hooge, R., Swinnen, S. P., & Wenderoth, N. (2010). Sex differences in human virtual water maze performance: Novel measures reveal the relative contribution of directional responding and spatial knowledge. Behavioural Brain Research, 208(2), 408–414. https://doi.org/https://doi.org/10.1016/j.bbr.2009.12.019
- Yee, N., & Bailenson, J. (2007). The proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. https://doi.org/https://doi.org/10.1111/j.1468-2958.2007.00299.x
- Zahorik, P., & Jenison, R. (1998). Presence as being-in-the-world. Presence, 7(1), 78–89. https://doi.org/https://doi.org/10.1162/105474698565541
- Zeltzer, D. (1992) Autonomy, interaction and presence. Tele- presence, Presence: Teleoperators and Virtual Environments (Vol. 1, pp. 127–132. University College London.
- Zibrek, K., Kokkinara, E., & McDonnell, R. (2018). The effect of realistic appearance of virtual characters in immersive environments-does the character’s personality play a role? IEEE Transactions on Visualization and Computer Graphics, 24(4), 1681–1690. https://doi.org/https://doi.org/10.1109/TVCG.2018.2794638
- Zikas, P., Papagiannakis, G., Lydatakis, N., Kateros, S., Ntoa, S., Adami, I., & Stephanidis, C. (2020). Immersive visual scripting based on VR software design patterns for experiential training. The Visual Computer, 36(10), 1965–1977. https://doi.org/https://doi.org/10.1007/s00371-020-01919-0
- Zimmons, P., & Panter, A. (2003). The influence of rendering quality on presence and task performance in a VE. In Virtual Reality, 2003. Proceedings. IEEE (pp. 293–294). IEEE.