The DOI matches its Crossref record; 73 of the 73 references it cites were found in a registry or an index.
From presence to consciousness through virtual reality.
Open accessAbstract
Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“By changing the visual perspective, it is possible to induce the feeling of being in a different place [21], [22], [23] or, even, illusory ‘out-of-body experiences’ where people seem to lose ownership of their own body when observing it from the point of view of another person (which we refer to as the third person perspective) [6].”
From If I were you: Perceptual illusion of body swapping (2008) · cites this paper as [22]
In the citing paper
“This also ties in with a recent observation that the strong illusion of being in the place depicted by the virtual reality [24] occurs when sensorimotor contingencies for perception [25], [26] are similar to those of physical reality, that is, when a participant can use their body for perception in much the same way as normally [27].”
From First person experience of body transfer in virtual reality (2010) · cites this paper as [24]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
Slater, M., & Wilbur, S. (1997) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1997.6.6.603 · Cited by 3,034
Self-citationSurround-screen projection-based virtual reality
Cruz‐Neira, C., Sandin, D. J., & DeFanti, T. A. (1993) · ACM SIGGRAPH Conference (SIGGRAPH) · doi:10.1145/166117.166134 · Cited by 2,400
The Experience of Presence: Factor Analytic Insights
Schubert, T., Friedmann, F., & Regenbrecht, H. (2001) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474601300343603 · Cited by 2,303
Musings on Telepresence and Virtual Presence
Sheridan, T. B. (1992) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1992.1.1.120 · Cited by 1,344
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474601300343612 · Cited by 1,208
Brain function in coma, vegetative state, and related disorders
Laureys, S., Owen, A. M., & Schiff, N. D. (2004) · The Lancet Neurology · doi:10.1016/s1474-4422(04)00852-x · Cited by 1,033
Using Presence Questionnaires in Reality
Usoh, M., Catena, E., Arman, S., & Slater, M. (2000) · PRESENCE Virtual and Augmented Reality · doi:10.1162/105474600566989 · Cited by 985
Self-citationThe Well-Worn Route and the Path Less Traveled
Hartley, T., Maguire, E. A., Spiers, H. J., & Burgess, N. (2003) · Neuron · doi:10.1016/s0896-6273(03)00095-3 · Cited by 817
Slater, M., & Steed, A. (2000) · Presence - Teleoperators and Virtual Environments · doi:10.1162/105474600566925 · Cited by 769
Self-citationSlater, M., Usoh, M., & Steed, A. J. (1995) · ACM Transactions on Computer-Human Interaction · doi:10.1145/210079.210084 · Cited by 714
Self-citation
Flagged first, then by citations
Research works printed but not linked: 5
- Blauert, J., Lehnert, H., Sahrhage, J. & Strauss, H. An interactive virtual-environment generator for psychoacoustic research. I: Architecture and implementation. Acustica 86, 94–102 (2000).
- Väljamäe, A., Larsson, P., Västfjäll, D. & Kleiner, M. in 7th International Conference on Presence: Proceedings of Presence 2004 141–147 (Valencia, Spain, 2004).
- Prothero, J., Parker, D., Furness, T. & Wells, M. in Proceedings of the Conference on Experimental Analysis and Measurement of Situational Awareness 359–366 (Embry-Riddle Aeronautical Univ., Datona Beach, Florida, USA, 1995).
- Welch, R. B. in Proceedings of the Seventh International Conference on Human-Computer Interaction-Volume 1 Vol. I 273–276 (Elsevier Science, 1997).
- Slater, M., Brogni, A. & Steed, A. in The 6th Annual International Workshop on Presence Online Proceedings of Presence < http://www.presence-research.org/p2003.html > (2003).
Cited by
Sorted by citations
Items 601–700 of 1,001
Pimentel, D. (2022) · Journal for Nature Conservation · doi:10.1016/j.jnc.2022.126151 · Cited by 24
The Use of Storytelling in Virtual Reality for Studying Empathy: A Review
Christofi, M., Hadjipanayi, C., & Michael‐Grigoriou, D. (2022) · International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET) · doi:10.1109/imet54801.2022.9929546 · Cited by 27
Chen, J., Or, C. K., Li, Z., Yeung, E., Zhou, Y., & Hao, T. (2023) · Digital Health · doi:10.1177/20552076231203599 · Cited by 28
Simultaneous Neural and Movement Recording in Large-Scale Immersive Virtual Environments
Snider, J., Plank, M., Lee, D., & Howard Poizner, A. (2013) · IEEE Transactions on Biomedical Circuits and Systems · doi:10.1109/tbcas.2012.2236089 · Cited by 24
The Effect on Lower Spine Muscle Activation of Walking on a Narrow Beam in Virtual Reality
Antley, A., & Slater, M. (2010) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2010.26 · Cited by 24
Self-citationCognitive triggers of auditory hallucinations: An experimental investigation
Stinson, K., Valmaggia, L., Antley, A., Slater, M., & Freeman, D. H. (2010) · Journal of Behavior Therapy and Experimental Psychiatry · doi:10.1016/j.jbtep.2009.12.003 · Cited by 24
Self-citationEpilepsy, behavior, and art (Epilepsy, Brain, and Mind, part 1)
Rektor, I., Schachter, S. C., Arzy, S., Balogiannis, S., Bazil, C. W., Brázdil, M., Engel, J., Helmstaedter, G., Hesdorffer, D. C., Jones‐Gotman, M., et al. (2013) · Epilepsy & Behavior · doi:10.1016/j.yebeh.2013.03.011 · Cited by 24
Video Games and Virtual Reality as Persuasive Technologies for Health Care: An Overview
Chow, Y.-W., Susilo, W., Phillips, J. G., Baek, J., & Vlahu‐Gjorgievska, E. (2017) · Research Online (University of Wollongong) · Cited by 23
A Comparative Study Between Wired and Wireless Virtual Reality Setups
Gonçalves, G., Monteiro, P., Melo, M., Vasconcelos-Raposo, J., & Bessa, M. (2020) · IEEE Access · doi:10.1109/access.2020.2970921 · Cited by 24
Noreika, V., Windt, J., Kern, M., Valli, K., Salonen, T., Parkkola, R. K., Revonsuo, A., Karim, A. A., Ball, T., & Lenggenhager, B. (2020) · Scientific Reports · doi:10.1038/s41598-020-63479-6 · Cited by 21
Attachment Dynamics in a Virtual World
Schönbrodt, F. D., & Asendorpf, J. B. (2011) · Journal of Personality · doi:10.1111/j.1467-6494.2011.00736.x · Cited by 24
Young, G. (2010) · Philosophical Psychology · doi:10.1080/09515080903532274 · Cited by 24
Zhou, S., Gromala, D., & Wang, L. (2023) · Journal of Medical Internet Research · doi:10.2196/49237 · Cited by 27
The impact of first-person avatar customization on embodiment in immersive virtual reality
González-Franco, M., Steed, A. J., Berger, C. C., & Tajadura‐Jiménez, A. (2024) · Frontiers in Virtual Reality · doi:10.3389/frvir.2024.1436752 · Cited by 25
Immersive Advertising—A Review and Research Agenda
Sands, S., Ferraro, C., Demsar, V., Cohen, E., & Gvirtz, A. (2024) · Journal of Advertising Research · doi:10.2501/jar-2024-018 · Cited by 25
Nathanael, D., Mosialos, S., Vosniakos, G.-C., & Tsagkas, V. (2014) · Human Factors and Ergonomics in Manufacturing & Service Industries · doi:10.1002/hfm.20613 · Cited by 23
Balance Rehabilitation System for Parkinson's Disease Patients based on Augmented Reality
Wang, Y., Chen, C., & Lin, Y. (2020) · IEEE Eurasia Conference on IOT, Communication and Engineering (ECICE) · doi:10.1109/ecice50847.2020.9302018 · Cited by 23
My Virtual Self: The Role of Movement in Children's Sense of Embodiment
Dewe, H., Gottwald, J. M., Bird, L., Brenton, H., Gillies, M. F. P., & Cowie, D. A. (2021) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2021.3073906 · Cited by 23
Kim, H., Lee, J., & Lee, E.-H. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18126457 · Cited by 23
Brown, P., Powell, W. A., Dansey, N., Al‐Abbadey, M., Stevens, B., & Powell, V. (2021) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2020.0823 · Cited by 23
Salagean, A., Hadnett-Hunter, J., Finnegan, D. J., de Sousa, A. A., & Proulx, M. J. (2022) · ACM Transactions on Applied Perception · doi:10.1145/3487563 · Cited by 22
Vásquez‐Carbonell, M. (2022) · Digital Education Review · doi:10.1344/der.2022.41.249-267 · Cited by 23
The design space of dynamic interactive virtual environments
Blom, K. J., & Beckhaus, S. (2013) · Virtual Reality · doi:10.1007/s10055-013-0232-y · Cited by 23
Hoppe, M., Karolus, J., Dietz, F., Woźniak, P. W., Schmidt, A., & Machulla, T. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300776 · Cited by 23
Virtually There: The Potential, Process and Problems of Using 360° Video in the Classroom
McKenzie, S., Rough, J., Spence, A., & Patterson, N. (2019) · Issues in Informing Science and Information Technology · doi:10.28945/4318 · Cited by 23
Tikka, P., Väljamäe, A., de Borst, A. W., Pugliese, R., Ravaja, N., Kaipainen, M., & Takala, T. (2012) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2012.00298 · Cited by 23
Ilioudi, M., Wallström, S., Steingrímsson, S., Lindner, P., Thunström, A. O., & Ali, L. (2023) · BMJ Open · doi:10.1136/bmjopen-2023-076285 · Cited by 21
Liu, Q., & Liu, R. (2024) · Safety Science · doi:10.1016/j.ssci.2024.106678 · Cited by 22
Spontaneous Thought, Insight, and Control in Lucid Dreams
Windt, J., & Voss, U. (2018) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190464745.013.26 · Cited by 22
Gökoğlu, S., & Çakıroğlu, Ü. (2019) · Eğitim Teknolojisi Kuram ve Uygulama · doi:10.17943/etku.441497 · Cited by 22
A Neurophysiological Approach for Measuring Presence in Immersive Virtual Environments
Dey, A., Phoon, J., Saha, S., Dobbins, C., & Billinghurst, M. (2020) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar50242.2020.00072 · Cited by 25
Intercepting Dementia: Awareness and Innovation as Key Tools
Brai, E., Tonacci, A., Brugada-Ramentol, V., D’Andrea, F., & Alberi, L. A. (2021) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2021.730727 · Cited by 23
Spiers, E., Slocombe, W., Maltby, J., Dedopulos, T., Stolze, G., Goodenough, P., Claridge, R., Mason, L., Biggs, J., & Norris, J. (2022) · Futures · doi:10.1016/j.futures.2022.102922 · Cited by 22
Enlarged Interior Built Environment Scale Modulates High-Frequency EEG Oscillations
Bower, I. S., Clark, G. M., Tucker, R., Hill, A. T., Lum, J. A. G., Mortimer, M. A., & Enticott, P. G. (2022) · eNeuro · doi:10.1523/eneuro.0104-22.2022 · Cited by 23
Giorgi, R. D., Fortini, A., Aghilarre, F., Gentili, F., Morone, G., Antonucci, G., Vetrano, M., Tieri, G., & Iosa, M. (2023) · Journal of Clinical Medicine · doi:10.3390/jcm12072590 · Cited by 22
El reportaje inmersivo en vídeo 360º: diseño de un modelo de análisis
de Gracia, M. J. B., & Damas, S. H. (2018) · El Profesional de la Informacion · doi:10.3145/epi.2018.ene.14 · Cited by 23
The UW Virtual Brain Project: An immersive approach to teaching functional neuroanatomy.
Schloss, K. B., Schoenlein, M. A., Tredinnick, R. D., Smith, S., Miller, N., Racey, C., Castro, C., & Rokers, B. (2021) · Translational Issues in Psychological Science · doi:10.1037/tps0000281 · Cited by 22
de Borst, A. W., & de Gelder, B. (2022) · Brain Sciences · doi:10.3390/brainsci12030391 · Cited by 21
Barkasi, M. (2020) · Synthese · doi:10.1007/s11229-020-02898-4 · Cited by 23
The movement patterns and the experiential components of virtual environments
Särkelä, H., Takatalo, J., May, P., Laakso, M., & Nyman, G. (2009) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2009.05.003 · Cited by 21
Enaction-Based Artificial Intelligence: Toward Co-evolution with Humans in the Loop
Loor, P. D., Manac'H, K., & Tisseau, J. (2009) · Minds and Machines · doi:10.1007/s11023-009-9165-3 · Cited by 28
Hacia un modelo de narrativa en periodismo inmersivo
Mateo, R. C., Bautista, P. S., & Pintado, P. G. (2020) · Revista Latina de Comunicación Social · doi:10.4185/rlcs-2020-1430 · Cited by 21
Thézé, R., Gadiri, M. A., Albert, L., Provost, A., Giraud, A., & Mégevand, P. (2020) · Scientific Reports · doi:10.1038/s41598-020-72375-y · Cited by 21
Nonverbal Communication in Immersive Virtual Reality through the Lens of Presence: A Critical Review
Xenakis, I., Gavalas, D., Kasapakis, V., Dzardanova, E., & Vosinakis, S. (2022) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00387 · Cited by 21
Brennan, P. F., Ponto, K., Casper, G. R., Tredinnick, R. D., & Broecker, M. (2015) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2015.07.007 · Cited by 21
Project management game 2D (PMG-2D): A serious game to assist software project managers training
Lino, J. E. N., Paludo, M., Binder, F., Reinehr, S., & Malucelli, A. (2015) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2015.7344168 · Cited by 21
Gutiérrez‐Maldonado, J., Ferrer‐García, M., Dakanalis, A., & Riva, G. (2017) · Oxford University Press eBooks · doi:10.1093/oxfordhb/9780190620998.013.26 · Cited by 21
Virtual environments with soundscapes: a study on immersion and effects of spatial abilities
Chandrasekera, T., Yoon, S., & D’souza, N. (2015) · Environment and Planning B Planning and Design · doi:10.1068/b130087p · Cited by 21
Managing limb pain using virtual reality: a systematic review of clinical and experimental studies
Wittkopf, P. G., Lloyd, D. M., & Johnson, M. I. (2018) · Disability and Rehabilitation · doi:10.1080/09638288.2018.1485183 · Cited by 21
Andreatta, M., Neueder, D., Glotzbach-Schoon, E., Mühlberger, A., & Pauli, P. (2016) · Learning & Memory · doi:10.1101/lm.044073.116 · Cited by 24
Zelderen, A. P. A. V., Masters-Waage, T. C., Dries, N., Menges, J. I., & Sanchez, D. R. (2024) · Organizational Research Methods · doi:10.1177/10944281241246770 · Cited by 20
Move The Object or Move The User: The Role of Interaction Techniques on Embodied Learning in VR
Bagher, M. M., Sajjadi, P., Wallgrün, J. O., Femina, P. C. L., & Klippel, A. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.695312 · Cited by 20
The Psychosocial Reality of Digital Travel
Tjøstheim, I., & Waterworth, J. A. (2021) · Springer eBooks · doi:10.1007/978-3-030-91272-7 · Cited by 19
Falcone, S., Englebienne, G., van Erp, J. B. F., & Heylen, D. (2022) · Human-Computer Interaction · doi:10.1080/07370024.2022.2039147 · Cited by 23
Ko, E. J., Nam, K. A., & Kim, E. J. (2022) · Nurse Education Today · doi:10.1016/j.nedt.2022.105363 · Cited by 20
A voice inside my head: The psychological and behavioral consequences of auditory technologies
Lieberman, A., Schroeder, J., & Amir, O. (2022) · Organizational Behavior and Human Decision Processes · doi:10.1016/j.obhdp.2022.104133 · Cited by 20
Sadowski, I., & Khoury, B. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.892905 · Cited by 22
Using Extended Reality to Study the Experience of Presence
Suzuki, K., Mariola, A., Schwartzman, D. J., & Seth, A. K. (2023) · Current topics in behavioral neurosciences · doi:10.1007/7854_2022_401 · Cited by 26
Virtually Connected in a Multiverse of Madness?—Perceptions of Gaming, Animation, and Metaverse
Oliveira, A., & Cruz, M. (2023) · Applied Sciences · doi:10.3390/app13158573 · Cited by 26
Simone, M. D. D., Costa, A., Tieri, G., Taglieri, S., Cona, G., Fiorenzato, E., Carlesimo, G., Caltagirone, C., & Zabberoni, S. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1268337 · Cited by 17
Presence and general principles of brain function
Sjölie, D. (2012) · Interacting with Computers · doi:10.1016/j.intcom.2012.04.004 · Cited by 20
Presence-enhancing real walking user interface for first-person video games
Steinicke, F., Bruder, G., Hinrichs, K., & Steed, A. J. (2009) · ACM SIGGRAPH Symposium on Video Games (Sandbox) · doi:10.1145/1581073.1581091 · Cited by 20
Influence of the Graphical Levels of Detail of a Virtual Thrower on the Perception of the Movement
Vignais, N., Kulpa, R., Craig, C., Brault, S., Multon, F., & Bideau, B. (2010) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.19.3.243 · Cited by 20
Qu, C., Brinkman, W., Wiggers, P., & Heynderickx, I. E. J. (2013) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00143 · Cited by 20
The Perception of Humans and Robots: Uncanny Hills in Parietal Cortex
Saygın, A. P., Chaminade, T., & Ishiguro, H. (2010) · eScholarship (California Digital Library) · Cited by 20
Is it distinctively wrong to simulate doing wrong?
Tillson, J. (2018) · Ethics and Information Technology · doi:10.1007/s10676-018-9463-7 · Cited by 20
Towards using Virtual Reality for Replicating HRI Studies
Wijnen, L., Lemaignan, S., & Bremner, P. (2020) · ACM/IEEE International Conference on Human-Robot Interaction (HRI) · doi:10.1145/3371382.3378374 · Cited by 20
UnReal? Investigating the Sense of Reality and Psychotic Symptoms with Virtual Reality
Drori, G., Bar-Tal, P., Stern, Y., Zvilichovsky, Y., & Salomon, R. (2020) · Journal of Clinical Medicine · doi:10.3390/jcm9061627 · Cited by 23
Context-dependent generalization of conditioned responses to threat and safety signals
Andreatta, M., Genheimer, H., Wieser, M. J., & Pauli, P. (2020) · International Journal of Psychophysiology · doi:10.1016/j.ijpsycho.2020.06.006 · Cited by 23
XR-Based Mindfulness and Art Therapy: Facing the Psychological Impact of Covid-19 Emergency
Gatto, C., D’Errico, G., Nuccetelli, F., Luca, V. D., Paladini, G. I., & Paolis, L. T. D. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-58468-9_11 · Cited by 20
Arcuri, F., Porcaro, C., Ciancarelli, I., Tonin, P., & Cerasa, A. (2021) · Electronics · doi:10.3390/electronics10070836 · Cited by 20
Evaluating Virtual Reality Experiences Through Participant Choices
Murcia-López, M., Collingwoode-Williams, T., Steptoe, W., Schwartz, R., Loving, T. J., & Slater, M. (2020) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr46266.2020.00098 · Cited by 20
Self-citationPerepelkina, O. S., Vorobeva, V. P., Мельникова, О., Арина, Г., & Nikolaeva, V. V. (2018) · Consciousness and Cognition · doi:10.1016/j.concog.2018.09.005 · Cited by 20
Brotons‐Mas, J. R., O’Mara, S. M., & Sanchez-Vives, M. V. (2006) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.15.5.485 · Cited by 20
Self-citationNew Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies
Weinel, J., Cunningham, S., & Pickles, J. (2018) · Human-computer interaction series · doi:10.1007/978-3-319-73356-2 · Cited by 19
Fokides, E., & Atsikpasi, P. (2018) · Education and Information Technologies · doi:10.1007/s10639-018-9719-1 · Cited by 19
Audiohaptic Feedback Enhances Motor Performance in a Low-Fidelity Simulated Drilling Task
Grant, B. L., Yielder, P. C., Patrick, T. A., Kapralos, B., Williams-Bell, M., & Murphy, B. A. (2019) · Brain Sciences · doi:10.3390/brainsci10010021 · Cited by 20
A cognitive model for emotional regulation in virtual reality exposure
Takac, M., Collett, J., Conduit, R., & Foe, A. D. (2021) · Virtual Reality · doi:10.1007/s10055-021-00531-4 · Cited by 21
NapWell: An EOG-based Sleep Assistant Exploring the Effects of Virtual Reality on Sleep Onset
Pai, Y. S., Bait, M. L., Lee, J., Xu, J., Peiris, R. L., Woo, W., Billinghurst, M., & Kunze, K. S. (2021) · Virtual Reality · doi:10.1007/s10055-021-00571-w · Cited by 19
Is Consciousness First in Virtual Reality?
Slater, M., & Sanchez-Vives, M. V. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.787523 · Cited by 20
Self-citationExploring the Effect of Immersive VR on Student-Tutor Communication in Architecture Design Crits
Sopher, H., Milovanovic, J., & Gero, J. S. (2022) · Proceedings of the International Conference on Computer-Aided Architectural Design Research in Asia · doi:10.52842/conf.caadria.2022.2.315 · Cited by 19
XR Embodiment and the Changing Nature of Sexual Harassment
Ramirez, E. J., Jennett, S., Tan, J., Campbell, S., & Gupta, R. (2023) · Societies · doi:10.3390/soc13020036 · Cited by 19
Venkatesan, T., & Wang, Q. J. (2023) · Arts · doi:10.3390/arts12040148 · Cited by 27
Investigating the Correlation Between Presence and Reaction Time in Mixed Reality
Chandio, Y., Bashir, N., Interrante, V. L., & Anwar, F. M. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3319563 · Cited by 19
Molloy, C., & Farrell, R. (2024) · Computers in the Schools · doi:10.1080/07380569.2024.2325441 · Cited by 27
Real-Time Global Illumination for VR Applications
Mortensen, J., Yu, I., Khanna, P., Tecchia, F., Spanlang, B., Marino, G., & Slater, M. (2008) · IEEE Computer Graphics and Applications · doi:10.1109/mcg.2008.121 · Cited by 19
Self-citationSubliminal Cueing of Selection Behavior in a Virtual Environment
Aranyi, G., Kouider, S., Lindsay, A., Prins, H., Ahmed, I., Jacucci, G., Negri, P., Gamberini, L., Pizzi, D., & Cavazza, M. (2014) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00167 · Cited by 18
Schoeffler, M., Gernert, J. L., Neumayer, M., Westphal, S., & Herre, J. (2015) · Virtual Reality · doi:10.1007/s10055-015-0270-8 · Cited by 19
A Controlled Experiment on Spatial Orientation in VR-Based Software Cities
Rudel, M.-O., Ganser, J., & Koschke, R. (2018) · IEEE Working Conference on Software Visualization (VISSOFT) · doi:10.1109/vissoft.2018.00011 · Cited by 19
Interactive Virtual Reality Reduces Quadriceps Pain during High-Intensity Cycling
Wender, C. L. A., Ahn, S. J., & O’CONNOR, P. J. (2019) · Medicine & Science in Sports & Exercise · doi:10.1249/mss.0000000000002016 · Cited by 19
Suomalainen, M., Nilles, A. Q., & LaValle, S. M. (2020) · IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) · doi:10.1109/iros45743.2020.9341344 · Cited by 19
Mancuso, V., Stramba-Badiale, C., Cavedoni, S., Pedroli, E., Cipresso, P., & Riva, G. (2020) · Frontiers in Neurology · doi:10.3389/fneur.2020.566731 · Cited by 20
Hofree, G., Ruvolo, P., Reinert, A., Bartlett, M. S., & Winkielman, P. (2018) · Frontiers in Neurorobotics · doi:10.3389/fnbot.2018.00014 · Cited by 19
Cultivating empathy through narratives in virtual reality: a review
Hadjipanayi, C., Christofi, M., Banakou, D., & Michael‐Grigoriou, D. (2024) · Personal and Ubiquitous Computing · doi:10.1007/s00779-024-01812-w · Cited by 19
Lee, S., Choi, K., & Kim, M. (2024) · Psychology and Marketing · doi:10.1002/mar.22144 · Cited by 18
Beyond Speculation About the Ethics of Virtual Reality: The Need for Empirical Results
Slater, M. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.687609 · Cited by 25
Self-citationEvaluating participant responses to a virtual reality experience using reinforcement learning
Llobera, J., Beacco, A., Oliva, R., Şenel, G., Banakou, D., & Slater, M. (2021) · Royal Society Open Science · doi:10.1098/rsos.210537 · Cited by 18
Self-citationUkemochi: A Video See-through Food Overlay System for Eating Experience in the Metaverse
Nakano, K., Horita, D., Isoyama, N., Uchiyama, H., & Kiyokawa, K. (2022) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3491101.3519779 · Cited by 18
Bögge, L., COLÁS-BLANCO, I., & Piolino, P. (2022) · Frontiers in Neuroscience · doi:10.3389/fnins.2022.791498 · Cited by 21
Shen, Y. I., Nelson, A. J., & Oberlin, B. G. (2022) · Discover Mental Health · doi:10.1007/s44192-022-00022-1 · Cited by 19
Metadata
- Authors
- Sanchez-Vives, M. V., & Slater, M.
- Affiliations
- Instituto de Neurociencias (ES)
- University College London (GB)
- Corresponding author
- Slater, Mel
- Venue
- Nature reviews. Neuroscience
- Published
- 2005-04
- Volume
- 6
- Issue
- 4
- Pages
- 332-339
- ISSN
- 1471-003X (ISSN-L)
- 1471-0048
- OpenAlex
- W1528045197
- Cited by
- 1,831
- References
- 73
- Citations by year
- 2026: 101 · 2025: 119 · 2024: 137 · 2023: 163 · 2022: 164 · 2021: 156 · 2020: 149 · 2019: 130 · 2018: 128 · 2017: 88 · 2016: 71 · 2015: 60 · 2014: 59 · 2013: 64 · 2012: 32
- FWCI
- 2.11
- Type
- journal article
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Nature reviews. Neuroscience (publishedVersion)
- PubMed (publishedVersion)
- DIGITAL.CSIC (Spanish National Research Council (CSIC)) (submittedVersion)
- UCL Discovery (University College London) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Arts and Humanities › Philosophy › Philosophy and Theoretical Science
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Keywords
- presence, virtual reality, immersive virtual environments, consciousness, perception, embodiment
- MeSH terms
- Computer Simulation, Consciousness, Humans, Perception, Photic Stimulation, User-Computer Interface
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review