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 301–400 of 1,006
Diegetic Representations for Seamless Cross-Reality Interruptions
Gottsacker, M., Norouzi, N., Kim, K., Bruder, G., & Welch, G. (2021) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar52148.2021.00047 · Cited by 63
Virtual reality technology in neuropsychological testing: A systematic review
Pieri, L., Tosi, G., & Romano, D. (2023) · Journal of Neuropsychology · doi:10.1111/jnp.12304 · Cited by 55
Harris, N., Lindeman, R. W., Bah, C. S. F., Gerhard, D., & Hoermann, S. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.956585 · Cited by 59
“Plausibility is the illusion that what is apparently happening is really happening (even though one knows for sure that it is not) (Slater, 2009).”
BackgroundInfluentialReiner, M., & Gelfeld, T. M. (2013) · International Journal of Psychophysiology · doi:10.1016/j.ijpsycho.2013.11.002 · Cited by 56
Achieving Presence through Evoked Reality
Pillai, J. S., Schmidt, C., & Richir, S. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00086 · Cited by 55
Crisis and extended realities: remote presence in the time of COVID-19
Matthews, B., See, Z. S., & Day, J. J. (2020) · Media International Australia · doi:10.1177/1329878x20967165 · Cited by 54
Gamification and Hazard Communication in Virtual Reality: A Qualitative Study
Cavalcanti, J. F., Valls, V., Contero, M., & Fonseca, D. (2021) · Sensors · doi:10.3390/s21144663 · Cited by 57
Restout, J., Bernache‐Assollant, I., Morizio, C., Boujut, A., Angelini, L., Tchalla, A. E., & Perrochon, A. (2023) · Journal of the American Medical Directors Association · doi:10.1016/j.jamda.2022.12.026 · Cited by 57
Song, C., Shin, S.-Y., & Shin, K.-S. (2023) · Applied Sciences · doi:10.3390/app132312557 · Cited by 91
Multisensory Feedback Can Enhance Embodiment Within an Enriched Virtual Walking Scenario
Leonardis, D., Frisoli, A., Barsotti, M., Carrozzino, M. A., & Bergamasco, M. (2014) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00190 · Cited by 54
Examining The Role of Smart TVs and VR HMDs in Synchronous At-a-Distance Media Consumption
Mcgill, M., Williamson, J., & Brewster, S. (2016) · ACM Trans. Comput. Hum. Interact. · doi:10.1145/2983530 · Cited by 54
Tidoni, E., Abu-Alqumsan, M., Leonardis, D., Kapeller, C., Fusco, G., Guger, C., Hintermüller, C., Peer, A., Frisoli, A., Tecchia, F., et al. (2016) · IEEE Transactions on Neural Systems and Rehabilitation Engineering · doi:10.1109/tnsre.2016.2626391 · Cited by 55
Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., Zanacchi, A., & Mantovani, F. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-92052-8_8 · Cited by 57
Gaze-Dependent Depth-of-Field Effect Rendering in Virtual Environments
Mantiuk, R., Bazyluk, B., & Tomaszewska, A. (2011) · Lecture notes in computer science · doi:10.1007/978-3-642-23834-5_1 · Cited by 54
de Gelder, B. (2016) · doi:10.1093/acprof:oso/9780195374346.001.0001 · Cited by 53
Cavedoni, S., Cipresso, P., Mancuso, V., Bruni, F., & Pedroli, E. (2022) · Virtual Reality · doi:10.1007/s10055-022-00648-0 · Cited by 53
McClelland, J. C., Teather, R. J., & Girouard, A. (2017) · Symposium on Spatial User Interaction · doi:10.1145/3131277.3132179 · Cited by 53
Effects of Unaugmented Periphery and Vibrotactile Feedback on Proxemics with Virtual Humans in AR
Lee, M., Bruder, G., Höllerer, T., & Welch, G. (2018) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2018.2794074 · Cited by 53
Understanding the Role of Interactive Machine Learning in Movement Interaction Design
Gillies, M. F. P. (2019) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3287307 · Cited by 60
Social presence and place illusion are affected by photorealism in embodied VR
Zibrek, K., & McDonnell, R. (2019) · Motion in Games · doi:10.1145/3359566.3360064 · Cited by 54
Geospatial Information Visualization and Extended Reality Displays
Çöltekin, A., Griffin, A. L., Slingsby, A., Robinson, A. C., Christophe, S., Rautenbach, V., Chen, M., Pettit, C. J., & Klippel, A. (2019) · Springer eBooks · doi:10.1007/978-981-32-9915-3_7 · Cited by 54
Road crossing decisions in real and virtual environments: A comparative study on simulator validity
Feldstein, I. T., & Dyszak, G. N. (2020) · Accident Analysis & Prevention · doi:10.1016/j.aap.2019.105356 · Cited by 53
Virtual Reality for Experiential Education: A User Experience Exploration
Schott, C., & Marshall, S. J. (2020) · Australasian Journal of Educational Technology · doi:10.14742/ajet.5166 · Cited by 69
Hasler, B. S., Landau, D. H., Hasson, Y., Schori‐Eyal, N., Giron, J., Lévy, J., Halperin, E., & Friedman, D. A. (2021) · New Media & Society · doi:10.1177/1461444821993133 · Cited by 58
Simeone, A. L., Cools, R., Depuydt, S., Gomes, J. M., Goris, P., Grocott, J., Esteves, A., & Gerling, K. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517492 · Cited by 52
Ppali, S., Lalioti, V., Branch, B., Ang, C. S., Thomas, A. J., Wohl, B., & Covaci, A. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3501922 · Cited by 55
Chen, S. X., Wu, H., & Huang, X. (2022) · Journal of Hospitality and Tourism Management · doi:10.1016/j.jhtm.2022.12.008 · Cited by 59
Schnall, S., Hedge, C., & Weaver, R. E. (2012) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2012.04.001 · Cited by 57
Cranmer, A., Ericson, J. D., Ebers, A., Bernard, B. P., Robicheaux, E., & Podolski, M. (2020) · Energy Research & Social Science · doi:10.1016/j.erss.2020.101507 · Cited by 52
Caldas, O. I., Sánchez, O. F. A., & Rodriguez‐Guerrero, C. (2020) · IEEE Transactions on Neural Systems and Rehabilitation Engineering · doi:10.1109/tnsre.2020.2985308 · Cited by 53
Amirthalingam, J., Paidi, G., Alshowaikh, K., Jayarathna, A. I., Salibindla, D. B. A. M. R., Karpinska-Leydier, K., & Ergin, H. E. (2021) · Cureus · doi:10.7759/cureus.16763 · Cited by 54
Memory Manipulations in Extended Reality
Bonnail, E., Tseng, W.-J., Mcgill, M., Lecolinet, E., Huron, S., & Gugenheimer, J. (2023) · Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3580988 · Cited by 51
“Having a plausible virtual environment was also shown to make users behave realistically (e.g., plausibility illusion [103, 115]), and feel like their virtual avatar has become a part of their body (e.g., embodiment illusion [119]).”
Lee, M., Bruder, G., & Welch, G. F. (2017) · IEEE Conference on Virtual Reality and 3D User Interfaces · doi:10.1109/vr.2017.7892237 · Cited by 47
Steed, A. J., Pan, Y., Watson, Z., & Slater, M. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00112 · Cited by 53
Self-citationImmersion and coherence in a stressful virtual environment
Skarbez, R., Brooks, F. P., & Whitton, M. C. (2018) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3281505.3281530 · Cited by 51
Virtual training leads to physical, cognitive and neural benefits in healthy adults
Burin, D., Liu, Y., Yamaya, N., & Kawashima, R. (2020) · NeuroImage · doi:10.1016/j.neuroimage.2020.117297 · Cited by 52
Introduction to Virtual and Augmented Reality
Doerner, R., Broll, W., Jung, B., Grimm, P., Göbel, M., & Kruse, R. (2022) · Springer eBooks · doi:10.1007/978-3-030-79062-2_1 · Cited by 51
Studying the Effects of Congruence of Auditory and Visual Stimuli on Virtual Reality Experiences
Kim, H., & Lee, I.-K. (2022) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2022.3150514 · Cited by 55
Canoe VR: An Immersive Exergame to Support Cognitive and Physical Exercises of Older Adults
Karaosmanoglu, S., Kruse, L., Rings, S., & Steinicke, F. (2022) · CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA) · doi:10.1145/3491101.3519736 · Cited by 53
Badia, S. B. I., Silva, P. A., Branco, D., Pinto, A., de Carvalho, C. M. S., Menezes, P. J., Almeida, J., & Pilacinski, A. (2022) · Electronics · doi:10.3390/electronics11111726 · Cited by 50
Group VR experiences can produce ego attenuation and connectedness comparable to psychedelics
Glowacki, D. R., Williams, R. R., Wonnacott, M., Maynard, O., Freire, R., Pike, J. E., & Chatziapostolou, M. (2022) · Scientific Reports · doi:10.1038/s41598-022-12637-z · Cited by 64
Lee, H. M., & Li, B. J. (2023) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2023.103042 · Cited by 50
Fauville, G., Voşki, A., Mado, M., Bailenson, J. N., & Lantz-Andersson, A. (2024) · Environmental Education Research · doi:10.1080/13504622.2024.2326446 · Cited by 57
“We expect the virtual ocean to be as close as possible to the real ocean to foster realistic responses and behaviors from learners, triggered by (1) place illusion , the feeling of presence, and (2) plausibility illusion , the impression that the scenario in VR is occurring for real (Slater 2009).”
Milleville-Pennel, I., & Charron, C. (2014) · Accident Analysis & Prevention · doi:10.1016/j.aap.2014.10.021 · Cited by 50
Gaggioli, A., Ferscha, A., Riva, G., Dunne, S., & Viaud‐Delmon, I. (2015) · doi:10.1515/9783110471137 · Cited by 51
Virtual reality and the new psychophysics
de Gelder, B., Kätsyri, J., & de Borst, A. W. (2018) · British Journal of Psychology · doi:10.1111/bjop.12308 · Cited by 51
Saeidi, S., Chokwitthaya, C., Zhu, Y., & Sun, M. (2018) · Automation in Construction · doi:10.1016/j.autcon.2018.07.019 · Cited by 50
Virtual Reality as a New Approach for Risk Taking Assessment
de-Juan-Ripoll, C., Soler-Dominguez, J. L., Guixeres, J., Contero, M., Gutiérrez, N. Á., & Alcañíz, M. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.02532 · Cited by 55
Body Weight Perception of Females using Photorealistic Avatars in Virtual and Augmented Reality
Wolf, E., Döllinger, N., Mal, D., Wienrich, C., Botsch, M., & Latoschik, M. E. (2020) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar50242.2020.00071 · Cited by 54
A Postphenomenological Framework for Studying User Experience of Immersive Virtual Reality
Vindenes, J., & Wasson, B. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.656423 · Cited by 60
Emerging Immersive Communication Systems: Overview, Taxonomy, and Good Practices for QoE Assessment
Pérez, P., González-Sosa, E., Gutiérrez, J., & Garcia, N. N. (2022) · Frontiers in Signal Processing · doi:10.3389/frsip.2022.917684 · Cited by 49
Exploring the use of social virtual reality for virtual exchange
Gruber, A., Canto, S., & Jáuregi, K. (2023) · ReCALL · doi:10.1017/s0958344023000125 · Cited by 59
“A realistic environment in VR enhances the sense of being there (Slater, 2009).”
BackgroundOn place attachments in virtual worlds
Plunkett, D. (2011) · World Leisure Journal · doi:10.1080/04419057.2011.606825 · Cited by 49
Virtually Being Lenin Enhances Presence and Engagement in a Scene From the Russian Revolution
Slater, M., Navarro, X., Valenzuela, J., Oliva, R., Beacco, A., Thorn, J. T., & Watson, Z. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00091 · Cited by 48
Self-citationAtwa, S., Ibrahim, M. G. E., Saleh, A., & MURATA, R. (2019) · Sustainable Cities and Society · doi:10.1016/j.scs.2019.101543 · Cited by 49
Strojny, P., Dużmańska-Misiarczyk, N., Lipp, N., & Strojny, A. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01252 · Cited by 50
Gonzalez, D. A. Z., Richards, D., & BILGIN, A. A. B. (2020) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2020.102579 · Cited by 49
Presti, P., Ruzzon, D., Avanzini, P., Caruana, F., Rizzolatti, G., & Vecchiato, G. (2022) · Scientific Reports · doi:10.1038/s41598-022-17689-9 · Cited by 56
Fregna, G., Schincaglia, N., Baroni, A., Straudi, S., & Casile, A. (2022) · Frontiers in Robotics and AI · doi:10.3389/frobt.2022.906424 · Cited by 47
Yan, W., Lowell, V. L., & Yang, L. (2024) · Virtual Reality · doi:10.1007/s10055-024-01061-5 · Cited by 108
“VR can provide alternative environments for situated learning because it provides an almost limitless variety of virtual contexts that can be designed to give users a sense of “being there,” thus enabling them to apply learning in plausible, unique set - tings (Slater 2009).”
A unified conceptual model of immersive experience in extended reality
Lee, H. (2025) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2025.100663 · Cited by 93
Social Influence on Construction Safety Behaviors: A Multi-User Virtual Reality Experiment
Shi, Y., Du, J., Ragan, E. D., Choi, K., & Ma, S. (2018) · ASCE Construction Research Congress (CRC) · doi:10.1061/9780784481288.018 · Cited by 48
The Effect of Gender and Attractiveness of Motion on Proximity in Virtual Reality
Zibrek, K., Niay, B., Olivier, A., Hoyet, L., Pettré, J., & McDonnell, R. (2020) · ACM Transactions on Applied Perception · doi:10.1145/3419985 · Cited by 50
Tangible Immersive Trauma Simulation: Is Mixed Reality the next level of medical skills training?
Uhl, J. C., Schrom-Feiertag, H., Regal, G., Gallhuber, K., & Tscheligi, M. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581292 · Cited by 49
“This is what Slater [53] would call ’plausibility illusion’.”
BackgroundFu, K., Chen, Y., Cao, J., Tong, X., & Lc, R. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581464 · Cited by 47
“Using embodied avatars can lead to increases in the subjective sense of presence inside VR [85], increasing the illusion of place, the plausibility of the experience, [83, 84] and the level of immersion [82, 84].”
VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality
Sykownik, P., Karaosmanoglu, S., Emmerich, K., Steinicke, F., & Masuch, M. (2023) · International Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581230 · Cited by 46
“, the sensation of actually being in the virtual world or the place illusion [82, 98].”
BackgroundMore than meets the eye: In-store retail experiences with augmented reality smart glasses
Pfeifer, P. E., Hilken, T., Heller, J., Alimamy, S., & Palma, R. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107816 · Cited by 56
The Theory of Immersive Collaborative Learning (TICOL)
Makransky, G., & Petersen, G. B. (2023) · Educational Psychology Review · doi:10.1007/s10648-023-09822-5 · Cited by 70
“2), providing a vivid, multi-sensory experience through visual, auditory, kines-thetic, and tactile displays (Slater, 2009).”
BackgroundInfluentialMetzinger, T. K. (2024) · The MIT Press eBooks · doi:10.7551/mitpress/15196.001.0001 · Cited by 60
Questionnaires for evaluating virtual reality: A systematic scoping review
Bareišytė, L., Slatman, S., Austin, J., Rosema, M., van Sintemaartensdijk, I., Watson, S. J., & Bode, C. (2024) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2024.100505 · Cited by 66
Altering User Movement Behaviour in Virtual Environments
Simeone, A. L., Mavridou, I. I., & Powell, W. A. (2017) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2017.2657038 · Cited by 47
Kim, K., Bruder, G., & Welch, G. (2017) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3139131.3139151 · Cited by 47
Violent Video Games in Virtual Reality
Wilson, G., & McGill, M. (2018) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3242671.3242684 · Cited by 50
Stepanova, E. R., Quesnel, D. T., & Riecke, B. E. (2019) · Frontiers in Digital Humanities · doi:10.3389/fdigh.2019.00007 · Cited by 48
Bender, S. M., & Sung, B. (2021) · Psychology and Marketing · doi:10.1002/mar.21444 · Cited by 49
Chessa, M., & Solari, F. (2021) · Behaviour and Information Technology · doi:10.1080/0144929x.2021.1957017 · Cited by 47
Cohavi, O., & Levy‐Tzedek, S. (2022) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2022.102775 · Cited by 49
Tassinari, M., Aulbach, M. B., & Jasinskaja‐Lahti, I. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.815497 · Cited by 46
Ruotolo, F., Rapuano, M., Masullo, M., Maffei, L., Ruggiero, G., & Iachini, T. (2023) · Journal of Environmental Psychology · doi:10.1016/j.jenvp.2023.102219 · Cited by 46
Ariya, P., Wongwan, N., Worragin, P., Intawong, K., & Puritat, K. (2025) · Virtual Reality · doi:10.1007/s10055-025-01201-5 · Cited by 59
“This finding aligns with Brivio et al. ( 2021) and Slater ( 2009 ) The lower sense of presence associated with VR360 was attributed to its lack of field of view, ste - reoscopy, and tracking level (Slater 2009; Cummings et al. 2022 ).”
Vourvopoulos, A., Badia, S. B. I., & Liarokapis, F. (2016) · The Visual Computer · doi:10.1007/s00371-016-1304-2 · Cited by 46
Roussou, M., & Slater, M. (2017) · IEEE Transactions on Emerging Topics in Computing · doi:10.1109/tetc.2017.2737983 · Cited by 46
Self-citationNordgård, R., & Låg, T. (2021) · Frontiers in Virtual Reality · doi:10.3389/frvir.2021.699383 · Cited by 53
Feedback, Affordances, and Accelerators for Training Sports in Virtual Environments
Ruffaldi, E., Bardy, B., Gopher, D., & Bergamasco, M. (2011) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres_a_00034 · Cited by 45
Lin, J. T., Wu, D.-Y., & Yang, J.-W. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.693543 · Cited by 44
Touching the Void Revisited: Analyses of Touch Behavior on and above Tabletop Surfaces
Bruder, G., Steinicke, F., & Stuerzlinger, W. (2013) · Lecture notes in computer science · doi:10.1007/978-3-642-40483-2_19 · Cited by 45
Sra, M., Xu, X., Mottelson, A., & Maes, P. (2018) · Designing Interactive Systems Conference · doi:10.1145/3196709.3196792 · Cited by 47
Wolf, E., Fiedler, M. L., Döllinger, N., Wienrich, C., & Latoschik, M. E. (2022) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr51125.2022.00054 · Cited by 45
A Pilot Study of the Impact of Virtually Embodying a Patient with a Terminal Illness
Elzie, C. A., & Shaia, J. K. (2021) · Medical Science Educator · doi:10.1007/s40670-021-01243-9 · Cited by 44
Phillips, L., Interrante, V. L., Kaeding, M., Ries, B., & Anderson, L. (2012) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00100 · Cited by 44
Virtual Reality Training for Public Speaking—A QUEST-VR Framework Validation
Poeschl, S. (2017) · Frontiers in ICT · doi:10.3389/fict.2017.00013 · Cited by 47
Gaming Beyond the Novelty Effect of Immersive Virtual Reality for Physical Rehabilitation
Elor, A., Powell, M. O., Mahmoodi, E., Teodorescu, M., & Kurniawan, S. (2021) · IEEE Transactions on Games · doi:10.1109/tg.2021.3069445 · Cited by 48
Li, Y.-J., Wang, M., Steinicke, F., & Zhao, Q. (2021) · Proceedings - International Symposium on Mixed and Augmented Reality, ISMAR · doi:10.1109/ismar52148.2021.00016 · Cited by 46
Sonic Interactions in Virtual Environments
Geronazzo, M., & Serafin, S. (2022) · Human-computer interaction series · doi:10.1007/978-3-031-04021-4 · Cited by 45
Defensive functions provoke similar psychophysiological reactions in reaching and comfort spaces
Ruggiero, G., Rapuano, M., Cartaud, A., Coello, Y., & Iachini, T. (2021) · Scientific Reports · doi:10.1038/s41598-021-83988-2 · Cited by 43
Distance estimation in large immersive projection systems, revisited
Bruder, G., Argelaguet, F., Olivier, A., & Lécuyer, A. (2015) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2015.7223320 · Cited by 43
Driving for Real or on a Fixed-Base Simulator: Is It so Different? An Explorative Study
Milleville-Pennel, I., & Charron, C. (2015) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00216 · Cited by 43
Manipulating the Perceived Shape and Color of a Virtual Limb Can Modulate Pain Responses
Matamala-Gomez, M., Nierula, B., Donegan, T., Slater, M., & Sanchez-Vives, M. V. (2020) · Journal of Clinical Medicine · doi:10.3390/jcm9020291 · Cited by 43
Self-citationBeing the victim of virtual abuse changes default mode network responses to emotional expressions
Seinfeld, S., Zhan, M., Solanas, M. P., Barsuola, G., Vaessen, M. J., Slater, M., Sanchez-Vives, M. V., & de Gelder, B. (2020) · Cortex · doi:10.1016/j.cortex.2020.11.018 · Cited by 46
Self-citationSzita, K., Gander, P., & Wallstén, D. (2018) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00338 · Cited by 46
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