The DOI matches its Crossref record; 49 of the 49 references it cites were found in a registry or an index.
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Open accessAbstract
In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is 'being there', often called 'presence', the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not 'there' and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.
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?
The cited source says what the claim attributes to it.
In the citing paper
“VEs provide the user with the sensation of being located within the environment, contributing to the psychological sense of presence or “being there” [20].”
From Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study (2024) · cites this paper as [20]
In the citing paper
“Recently, Slater [81] also argued that presence at least has two independent components: place illusion and plausibility.”
From A Meta-Analysis on the Relationship between Self-Reported Presence and Anxiety in Virtual Reality Exposure Therapy for Anxiety Disorders (2014) · cites this paper as [81]
In the citing paper
“Both place illusion and plausibility contribute to realistic responses in the virtual environment.”
From A Meta-Analysis on the Relationship between Self-Reported Presence and Anxiety in Virtual Reality Exposure Therapy for Anxiety Disorders (2014) · cites this paper as [81]
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
Rubber hands ‘feel’ touch that eyes see
Botvinick, M., & Cohen, J. (1998) · Nature · doi:10.1038/35784 · Cited by 4,410
A sensorimotor account of vision and visual consciousness
O'Regan, J. K., & Noë, A. (2001) · Behavioral and Brain Sciences · doi:10.1017/s0140525x01000115 · Cited by 3,126
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
Noë, A. (2005) · Medical Entomology and Zoology · Cited by 1,876
From presence to consciousness through virtual reality.
Sanchez-Vives, M. V., & Slater, M. (2005) · Nature reviews. Neuroscience · doi:10.1038/nrn1651 · Cited by 1,831
Self-citationBeing There: The Subjective Experience of Presence
Heeter, C. (1992) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres.1992.1.2.262 · Cited by 1,457
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 · cited 4×
“…referred to as telepresence or presence— the ‘sense of being there’ in the environment depicted by the virtual reality system (Held & Durlach 1992; Sheridan 1992; Barfield & Weghorst 1993; Sheridan 1996; Slater & Wilbur 1997; Draper et al. 1998; Bystrom et al. 1999; Sanchez-Vives & Slater 2005).”
BackgroundInfluentialDepth of Presence in Virtual Environments
Slater, M., Usoh, M., & Steed, A. (1994) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1994.3.2.130 · Cited by 1,342
Self-citationThe rubber hand illusion revisited: visuotactile integration and self-attribution
Tsakiris, M., & Haggard, P. (2005) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/0096-1523.31.1.80 · Cited by 1,328
Flagged first, then by citations
Research works printed but not linked: 3
- Barfield W., 1993, Human–computer interaction: software and hardware interfaces, 699
- Minsky M., 1980, Telepresence, Omni, 45
- Pan X., 2007, Paper read at PRESENCE 2007: The 10th Annual International Workshop on Presence, at Barcelona
Cited by
Sorted by citations
Items 201–300 of 1,006
Ling, Y., Brinkman, W.-P., Nefs, H. T., Qu, C., & Heynderickx, I. (2012) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres_a_00111 · Cited by 74
Alcañíz, M., Giglioli, I. A. C., Marín‐Morales, J., Higuera-Trujillo, J. L., Olmos-Raya, E., Minissi, M. E., Garcia, G. T., Sirera, M., & Abad, L. (2020) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2020.00090 · Cited by 79
Yang, H., Cai, M., Diao, Y., Liu, R., Лиу, Л., & Xiang, Q. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.1081372 · Cited by 74
Walking in Place Through Virtual Worlds
Nilsson, N. C., Serafin, S., & Nordahl, R. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-39516-6_4 · Cited by 74
Use of immersive virtual environments for occupant behaviour monitoring and data collection
Heydarian, A., & Becerik-Gerber, B. (2016) · Journal of Building Performance Simulation · doi:10.1080/19401493.2016.1267801 · Cited by 74
Narciso, D., Bessa, M., Melo, M., Coelho, A., & Vasconcelos-Raposo, J. (2017) · Universal Access in the Information Society · doi:10.1007/s10209-017-0581-5 · Cited by 74
Friedman, D. A., Pizarro, R., Or-Berkers, K., Neyret, S., Pan, X., & Slater, M. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00943 · Cited by 72
Self-citationVirtual Reality: Development of an Integrated Learning Environment for Education
Al-Gindy, A., Felix, C., Ahmed, A., Matoug, A., & Alkhidir, M. (2020) · International Journal of Information and Education Technology · doi:10.18178/ijiet.2020.10.3.1358 · Cited by 73
Immersion and Coherence: Research Agenda and Early Results
Skarbez, R., Brooks, F. P., & Whitton, M. C. (2020) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2020.2983701 · Cited by 73
Pedagogical Agents in Educational VR: An in the Wild Study
Petersen, G. B., Mottelson, A., & Makransky, G. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445760 · Cited by 83
Steinicke, F. (2016) · Springer eBooks · doi:10.1007/978-3-319-43078-2 · Cited by 73
Jung, S., & Lindeman, R. W. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.693327 · Cited by 72
Krohn, S., Tromp, J., Quinque, E. M., Belger, J., Klotzsche, F., Rekers, S., Chojecki, P., de Mooij, J., Akbal, M., McCall, C., et al. (2020) · Journal of Medical Internet Research · doi:10.2196/16724 · Cited by 75
The Most Social Platform Ever? A Survey about Activities & Motives of Social VR Users
Sykownik, P., Graf, L., Zils, C., & Masuch, M. (2021) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr50410.2021.00079 · Cited by 72
Immersive Virtual Reality for Older Adults: Empirically Grounded Design Guidelines
Abeele, V. V., Schraepen, B., Huygelier, H., Gillebert, C., Gerling, K., & Van Ee, R. (2021) · ACM Transactions on Accessible Computing · doi:10.1145/3470743 · Cited by 72
Concert experiences in virtual reality environments
Onderdijk, K. E., Bouckaert, L., Dyck, E. V., & Maes, P.-J. (2023) · Virtual Reality · doi:10.1007/s10055-023-00814-y · Cited by 70
“…is of interest in the context of music concerts in VR, as it is believed to enhance feelings of social connectedness in digital environments (Durlach and Slater 2000; Ijsselsteijn et al. 2003; de Kort et al. 2007; Slater 2009; Kang and Gratch 2014; Onderdijk et al. 2021; Caldas et al. 2022).”
BackgroundThe Critical Role of Self-Contact for Embodiment in Virtual Reality
Bovet, S., Debarba, H. G., Herbelin, B., Molla, E., & Boulic, R. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2018.2794658 · Cited by 75
Ashmore, J., Pietro, J. D., Williams, K., Stokes, E., Symons, A., Smith, M., Clegg, L., & McGrath, C. (2019) · JMIR Pediatrics and Parenting · doi:10.2196/11684 · Cited by 72
User Experience of Public Speaking Practice in Virtual Reality
Gruber, A., & Kaplan-Rakowski, R. (2020) · Social Science Research Network · doi:10.4018/978-1-7998-3250-8.ch012 · Cited by 43
Sirkkunen, E., Väätäjä, H., Uskali, T., & Rezaei, P. P. (2016) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/2994310.2994353 · Cited by 71
Barberia, I., Oliva, R., Bourdin, P., & Slater, M. (2018) · PLoS ONE · doi:10.1371/journal.pone.0203358 · Cited by 71
Self-citationVirtual Reality for Smart Urban Lighting Design: Review, Applications and Opportunities
Scorpio, M., Laffi, R., Masullo, M., Ciampi, G., Rosato, A., Maffei, L., & Sibilio, S. (2020) · Energies · doi:10.3390/en13153809 · Cited by 70
An Experimental Study on Reading in High-Immersion Virtual Reality
Kaplan‐Rakowski, R., & Gruber, A. (2022) · British Journal of Educational Technology · doi:10.1111/bjet.13392 · Cited by 85
Grand Challenges in Virtual Environments
Slater, M. (2014) · Frontiers in Robotics and AI · doi:10.3389/frobt.2014.00003 · Cited by 73
Self-citationBindman, S. W., Castaneda, L. M., Scanlon, M., & Cechony, A. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174031 · Cited by 84
Sajjadi, P., Hoffmann, L., Cimiano, P., & Kopp, S. (2019) · Entertainment Computing · doi:10.1016/j.entcom.2019.100313 · Cited by 69
Thomas, B. H., Welch, G., Dragicevic, P., Elmqvist, N., Irani, P., Jansen, Y., Schmalstieg, D., Tabard, A., ElSayed, N., Smith, R., et al. (2018) · Lecture notes in computer science · doi:10.1007/978-3-030-01388-2_7 · Cited by 69
Hite, R. L., Jones, M. G., Childers, G. M., Ennes, M. E., Chesnutt, K. M., Pereyra, M., & Cayton, E. M. (2019) · Journal of Science Education and Technology · doi:10.1007/s10956-018-9764-y · Cited by 69
Assessing Virtual Reality Environments as Cognitive Stimulation Method for Patients with MCI
Tarnanas, I., Tsolakis, A. C., & Tsolaki, M. (2014) · Studies in computational intelligence · doi:10.1007/978-3-642-45432-5_4 · Cited by 68
Virtual Reality in Software Engineering: Affordances, Applications, and Challenges
Elliott, A., Peiris, B., & Parnin, C. (2015) · ACM/IEEE International Conference on Software Engineering: Companion Proceedings (ICSE-Companion) · doi:10.1109/icse.2015.191 · Cited by 70
Chittaro, L., & Zangrando, N. (2010) · Lecture notes in computer science · doi:10.1007/978-3-642-13226-1_8 · Cited by 67
Improving social presence in human-agent interaction
Pereira, A., Prada, R., & Paiva, A. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557180 · Cited by 67
Feldstein, I. T., Kölsch, F. M., & Konrad, R. (2020) · Perception · doi:10.1177/0301006620951997 · Cited by 65
Mastery experiences in immersive virtual reality promote pro-environmental waste-sorting behavior
Stenberdt, V. A., & Makransky, G. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104760 · Cited by 87
Enhancing Texture Perception in Virtual Reality Using 3D-Printed Hair Structures
Degraen, D., Zenner, A., & Krüger, A. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300479 · Cited by 67
Jung, S., Bruder, G., Wiśniewski, P., Sandor, C., & Hughes, C. E. (2018) · Symposium on Spatial User Interaction · doi:10.1145/3267782.3267920 · Cited by 66
Effects of virtual agent and object representation on experiencing exhibited artifacts
Schmidt, S., Bruder, G., & Steinicke, F. (2019) · Computers & Graphics · doi:10.1016/j.cag.2019.06.002 · Cited by 66
The Role of Plausibility in the Experience of Spatial Presence in Virtual Environments
Höfer, M., Hartmann, T., Eden, A., Ratan, R., & Hahn, L. (2020) · Frontiers in Virtual Reality · doi:10.3389/frvir.2020.00002 · Cited by 66
Stress research during the COVID-19 pandemic and beyond
Pfeifer, L. S., Heyers, K., Ocklenburg, S., & Wolf, O. T. (2021) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2021.09.045 · Cited by 82
Zenner, A., Ullmann, K., & Krüger, A. (2021) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2021.3067777 · Cited by 65
Wu, W., Hsu, Y., Yang, Q., & Chen, J. (2021) · Land · doi:10.3390/land10060561 · Cited by 65
Chang, S., & Suh, J. (2025) · Sensors · doi:10.3390/s25092914 · Cited by 65
Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation
Høeg, E. R., Bruun‐Pedersen, J. R., Cheary, S., Andersen, L. K., Paisa, R., Serafin, S., & Lange, B. S. (2021) · Virtual Reality · doi:10.1007/s10055-021-00544-z · Cited by 71
A framework for fidelity evaluation of immersive virtual reality systems
Al-Jundi, H. Α., & Tanbour, E. Y. (2022) · Virtual Reality · doi:10.1007/s10055-021-00618-y · Cited by 67
Bourdin, P., Martini, M., & Sanchez-Vives, M. V. (2019) · Scientific Reports · doi:10.1038/s41598-019-56034-5 · Cited by 66
Bruder, G., Steinicke, F., & Stuerzlinger, W. (2013) · Symposium on Spatial User Interaction · doi:10.1145/2491367.2491369 · Cited by 63
Shen, J., Wang, Y., Chen, C., Nelson, M. R., & Yao, M. Z. (2019) · Journal of Marketing Communications · doi:10.1080/13527266.2019.1671480 · Cited by 63
A systematic review of foreign language learning with immersive technologies (2001-2020)
Hein, R. M., Human-Computer Interaction, J.-M.-U. W., Wienrich, C., Latoschik, M. E., & Human-Technique Systems, J.-M.-U. W. (2021) · AIMS Electronics and Electrical Engineering · doi:10.3934/electreng.2021007 · Cited by 67
The impact of task workload on cybersickness
Sepich, N. C., Jasper, A., Fieffer, S. J., Gilbert, S. B., Dorneich, M. C., & Kelly, J. W. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.943409 · Cited by 65
Virtual and Augmented Reality in Post-stroke Rehabilitation: A Narrative Review
Khokale, R. V., Mathew, G. S., Ahmed, S., Maheen, S., Fawad, M., Bandaru, P., Zerin, A., Nazir, Z., Khawaja, I., Sharif, I., et al. (2023) · Cureus · doi:10.7759/cureus.37559 · Cited by 80
“It can create an immersive virtual environment that mimics the real world and engages patients in task-oriented, repetitive, and intensive training [63-65].”
BackgroundSalagean, A., Crellin, E., Parsons, M., Cosker, D. P., & Fraser, D. S. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581182 · Cited by 63
“illusion (the sensation of “being there” in the environment) and plausibility illusion (the sensation that what is happening in VR is happening to the user) [48, 49, 51].”
BackgroundHulusić, V., Gusia, L., Luci, N., & Smith, M. (2023) · Journal on Computing and Cultural Heritage · doi:10.1145/3593429 · Cited by 78
“These experiences and the immersion within them can be further enhanced through embodiment, flow, engagement, as well as by inducing place illusion—a sensation of “being there”—and plausibility illusion—a sensation of the presented scenario actually occurring [55].”
BackgroundA self-experimentation report about long-term use of fully-immersive technology
Steinicke, F., & Bruder, G. (2014) · ACM Symposium on Spatial User Interaction (SUI) · doi:10.1145/2659766.2659767 · Cited by 63
Virtual environments and autism: a developmental psychopathological approach
Rajendran, G. (2013) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12006 · Cited by 66
An algorithmic information theory of consciousness
Ruffini, G. (2017) · Neuroscience of Consciousness · doi:10.1093/nc/nix019 · Cited by 72
Obstacle Avoidance Method in Real Space for Virtual Reality Immersion
Kanamori, K., Sakata, N., Tominaga, T., Hijikata, Y., Harada, K., & Kiyokawa, K. (2018) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar.2018.00033 · Cited by 63
Virtual reality-based wheelchair simulators: A scoping review
Arlati, S., Colombo, V. M., Ferrigno, G., Sacchetti, R., & Sacco, M. (2019) · Assistive Technology · doi:10.1080/10400435.2018.1553079 · Cited by 65
Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments
Gonçalves, G., Melo, M., Vasconcelos-Raposo, J., & Bessa, M. (2019) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2019.2926978 · Cited by 63
Palmisano, S. A., & Constable, R. (2022) · Virtual Reality · doi:10.1007/s10055-022-00634-6 · Cited by 66
Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality
Abtahi, P., Hough, S. Q., Landay, J. A., & Follmer, S. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517706 · Cited by 68
A Comprehensive Review of Redirected Walking Techniques: Taxonomy, Methods, and Future Directions
Li, Y.-J., Steinicke, F., & Wang, M. (2022) · Journal of Computer Science and Technology · doi:10.1007/s11390-022-2266-7 · Cited by 62
Sora, C. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.814565 · Cited by 62
Substitutional Reality System: A Novel Experimental Platform for Experiencing Alternative Reality
Suzuki, K., Wakisaka, S., & Fujii, N. (2012) · Scientific Reports · doi:10.1038/srep00459 · Cited by 64
Using Virtual Environments to Tell the Story: "The Battle of Thermopylae"
Christopoulos, D., Mavridis, P., Andreadis, A., & Karigiannis, J. N. (2011) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2011.18 · Cited by 62
Schroeder, R. (2010) · Oxford University Press eBooks · doi:10.1093/acprof:oso/9780195371284.001.0001 · Cited by 62
Aitamurto, T., Zhou, S., Sakshuwong, S., Saldivar, J., Sadeghi, Y., & Tran, A. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174119 · Cited by 68
Social touch in virtual reality
Gallace, A., & Girondini, M. (2021) · Current Opinion in Behavioral Sciences · doi:10.1016/j.cobeha.2021.11.006 · Cited by 63
Context in augmented reality marketing: Does the place of use matter?
von der Au, S., Rauschnabel, P. A., Felix, R., & Hinsch, C. (2023) · Psychology and Marketing · doi:10.1002/mar.21814 · Cited by 77
Extended Reality for the Clinical, Affective, and Social Neurosciences
Parsons, T. D., Gaggioli, A., & Riva, G. (2020) · Brain Sciences · doi:10.3390/brainsci10120922 · Cited by 63
Mascret, N., Montagne, G., Devrièse-Sence, A., Vu, A., & Kulpa, R. (2022) · Psychology of Sport And Exercise · doi:10.1016/j.psychsport.2022.102201 · Cited by 55
Hooked on the metaverse? Exploring the prevalence of addiction to virtual reality applications
Barreda-Ángeles, M., & Hartmann, T. (2022) · Frontiers in Virtual Reality · doi:10.3389/frvir.2022.1031697 · Cited by 65
Presence and discernability in conventional and non-photorealistic immersive augmented reality
Steptoe, W., Julier, S., & Steed, A. J. (2014) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar.2014.6948430 · Cited by 60
Mahmoudzadeh, P., Afacan, Y., & Adi, M. N. (2021) · Building and Environment · doi:10.1016/j.buildenv.2021.107823 · Cited by 59
Lessons Learned from a Human-Centered Design of an Immersive Exergame for People with Dementia
Karaosmanoglu, S., Rings, S., Kruse, L., Stein, C., & Steinicke, F. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474679 · Cited by 66
Mal, D., Wolf, E., Döllinger, N., Wienrich, C., & Latoschik, M. E. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3247089 · Cited by 73
Multisensory Assessment of Acoustic Comfort Aboard Metros: a Virtual Reality Study
Iachini, T., Maffei, L., Ruotolo, F., Senese, V. P., Ruggiero, G., Masullo, M., & Alekseeva, N. (2012) · Applied Cognitive Psychology · doi:10.1002/acp.2856 · Cited by 59
Pérez-Marcos, D., Solazzi, M., Steptoe, W., Oyekoya, O., Frisoli, A., Weyrich, T., Steed, A. J., Tecchia, F., Slater, M., & Sanchez-Vives, M. V. (2012) · Frontiers in Neurology · doi:10.3389/fneur.2012.00110 · Cited by 62
Self-citationComputation of emotions in man and machines
Robinson, P., & el Kaliouby, R. (2009) · Philosophical Transactions of the Royal Society B Biological Sciences · doi:10.1098/rstb.2009.0198 · Cited by 59
Influence of virtual color on taste: Multisensory integration between virtual and real worlds
Huang, F., Huang, J., & Wan, X. I. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.01.027 · Cited by 67
The Impact of VR/AR-Based Consumers’ Brand Experience on Consumer–Brand Relationships
Zeng, J.-Y., Xing, Y., & Jin, C. (2023) · Sustainability · doi:10.3390/su15097278 · Cited by 58
“VR technology is widely applied in corporate product development, marketing research, and store and advertising promotions [1,2,9–12,”
BackgroundInfluentialMetaverse Key Requirements and Platforms Survey
Abilkaiyrkyzy, A., Elhagry, A., Laamarti, F., & Saddik, A. E. (2023) · IEEE Access · doi:10.1109/access.2023.3325844 · Cited by 66
How Color Properties Can Be Used to Elicit Emotions in Video Games
Geslin, E., Jégou, L., & Beaudoin, D. (2016) · International Journal of Computer Games Technology · doi:10.1155/2016/5182768 · Cited by 58
Virtual reality: a use case for criminal justice practice
Cornet, L. J. M., & van Gelder, J. (2020) · Psychology Crime and Law · doi:10.1080/1068316x.2019.1708357 · Cited by 57
Jung, S., Li, C., McKee, R. D., Whitton, M. C., & Lindeman, R. W. (2021) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2021.3067773 · Cited by 57
Wu, D.-Y., Lin, J. T., & Bowman, N. D. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107255 · Cited by 60
Is virtual reality a valid tool for restorative environments research?
Ünal, A. B., Pals, R., Steg, L., Siero, F. W., & van der Zee, K. I. (2022) · Urban forestry & urban greening · doi:10.1016/j.ufug.2022.127673 · Cited by 60
Wang, X. (., Young, G. W., Plechatá, A., Guckin, C. M., & Makransky, G. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104815 · Cited by 65
Comparison of SSVEP BCI and Eye Tracking for Controlling a Humanoid Robot in a Social Environment
Kishore, S., González-Franco, M., Hintemüller, C., Kapeller, C., Guger, C., Slater, M., & Blom, K. J. (2014) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00192 · Cited by 56
Self-citationPouliquen-Lardy, L., Milleville-Pennel, I., Guillaume, F., & Mars, F. (2016) · Virtual Reality · doi:10.1007/s10055-016-0294-8 · Cited by 57
Vection Latency Is Reduced by Bone-Conducted Vibration and Noisy Galvanic Vestibular Stimulation
Weech, S., & Troje, N. F. (2017) · Multisensory Research · doi:10.1163/22134808-00002545 · Cited by 59
Virtual Reality as an Emerging Methodology for Leadership Assessment and Training
Alcañíz, M., Parra, E., & Giglioli, I. A. C. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.01658 · Cited by 60
Usability of Gamified Knowledge Learning in VR and Desktop-3D
Oberdörfer, S., Heidrich, D., & Latoschik, M. E. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300405 · Cited by 56
Norouzi, N., Kim, K., Lee, M., Schubert, R., Erickson, A., Bailenson, J. N., Bruder, G., & Welch, G. (2019) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar.2019.000-8 · Cited by 60
Web-Based VR Experiments Powered by the Crowd
Ma, X., Cackett, M., Park, L., Chien, E., & Naaman, M. (2018) · International World Wide Web Conference (WWW) · doi:10.1145/3178876.3186034 · Cited by 56
The Ultimate Display for Physical Rehabilitation: A Bridging Review on Immersive Virtual Reality
Elor, A., & Kurniawan, S. (2020) · Frontiers in Virtual Reality · doi:10.3389/frvir.2020.585993 · Cited by 66
Kahn, A. S., & Cargile, A. C. (2021) · Human Communication Research · doi:10.1093/hcr/hqab007 · Cited by 57
Huang, W., Roscoe, R. D., Craig, S. D., & Johnson‐Glenberg, M. C. (2021) · Journal of Educational Computing Research · doi:10.1177/07356331211053630 · Cited by 68
Missing in Action: Embodied Experience and Virtual Reality
Popat, S. (2016) · Theatre Journal · doi:10.1353/tj.2016.0071 · Cited by 56
Presence, Mixed Reality, and Risk-Taking Behavior: A Study in Safety Interventions
Hasanzadeh, S., Polys, N. F., & de la Garza, J. M. (2020) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2020.2973055 · Cited by 56
Social bodies in virtual worlds: Intercorporeality in Esports
Ekdahl, D., & Ravn, S. (2021) · Phenomenology and the Cognitive Sciences · doi:10.1007/s11097-021-09734-1 · Cited by 57
Metadata
- Authors
- Slater, M.
- Affiliations
- Institució Catalana de Recerca i Estudis Avançats (ES)
- Corresponding author
- Slater, Mel
- ORCID
- Slater, Mel
- Venue
- Philosophical Transactions of the Royal Society B: Biological Sciences
- Publisher
- The Royal Society
- Published
- 2009-12-12
- Volume
- 364
- Issue
- 1535
- Pages
- 3549-3557
- ISSN
- 0962-8436 (ISSN-L)
- 1471-2970
- PMC
- PMC2781884
- OpenAlex
- W2145839404
- Cited by
- 2,691
- References
- 49
- Citations by year
- 2026: 408 · 2025: 338 · 2024: 254 · 2023: 322 · 2022: 278 · 2021: 224 · 2020: 208 · 2019: 176 · 2018: 141 · 2017: 68 · 2016: 69 · 2015: 38 · 2014: 44 · 2013: 34 · 2012: 31
- FWCI
- 45.74
- Type
- journal article
- Language
- en
- Open access
- green
- www.ncbi.nlm.nih.gov
- Locations
- Philosophical Transactions of the Royal Society B Biological Sciences (publishedVersion)
- PubMed Central (publishedVersion)
- PubMed (publishedVersion)
- Dipòsit Digital de la Universitat de Barcelona (Universitat de Barcelona) (acceptedVersion)
- UCL Discovery (University College London) (submittedVersion)
- RECERCAT (Consorci de Serveis Universitaris de Catalunya) (submittedVersion, public-domain)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Keywords
- presence, immersive virtual reality, sensorimotor contingencies
- MeSH terms
- Behavior, Humans, Reality Testing, Space Perception, User-Computer Interface, Visual Perception
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