Cited by 34Virtual Reality Applications and ImpactsInteractive and Immersive DisplaysSocial Robot Interaction and HRI

Understanding and realizing presence in the Presenccia project.

Open access
Slater, Mel, Frisoli, Antonio, Tecchia, Franco, Guger, Christoph, Lotto, Beau, Steed, Anthony, Pfurtscheller, Gert, Leeb, Robert +4 more·2007·IEEE Computer Graphics and Applications

Abstract

People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational approach to the presence concept. Our approach lets us assess the extent of presence using tools beyond traditional questionnaires, and therefore we avoid many of the problems involved with sole reliance on these. Instead, we consider the extent to which mixed reality (MR) and VR participants realistically respond to virtually generated sensory data. Specifically, we measure the similarity of their response with what we might observe or predict if the sensory data-the situation, place, or events-were real, rather than virtual. We consider this response on several levels.

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Crossref · 10.1109/mcg.2007.93

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  • By changing the visual perspective, it is possible to induce the feeling of being in a different place or 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.

    “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 [23]

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Authors
Slater, M., Frisoli, A., Tecchia, F., Guger, C., Lotto, B., Steed, A., Pfurtscheller, G., Leeb, R., Reiner, M., Sanchez-Vives, M. V., Verschure, P., & Bernardet, U.
Affiliations
  • Universitat Politècnica de Catalunya (ES)
  • Guger Technologies (Austria) (AT)
  • University College London (GB)
  • Graz University of Technology (AT)
  • Technion – Israel Institute of Technology (IL)
  • Universitat de Miguel Hernández d'Elx (ES)
  • Institució Catalana de Recerca i Estudis Avançats (ES)
Venue
IEEE Computer Graphics and Applications
Published
2007-07
Volume
27
Issue
4
Pages
90-93
ISSN
  • 0272-1716 (ISSN-L)
  • 1558-1756
OpenAlex
W2014246713
Cited by
34
References
5
Citations by year
2026: 1 · 2025: 1 · 2024: 2 · 2021: 2 · 2020: 1 · 2019: 1 · 2018: 1 · 2017: 3 · 2016: 5 · 2015: 3 · 2014: 1 · 2013: 1
FWCI
5.98
Type
journal article
Language
en
Open access
Locations
  • IEEE Computer Graphics and Applications (publishedVersion)
  • PubMed (publishedVersion)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (acceptedVersion, other-oa)
  • RECERCAT (Consorci de Serveis Universitaris de Catalunya) (acceptedVersion, other-oa)
  • UCL Discovery (University College London) (submittedVersion)
  • Aston Publications Explorer (Aston University) (submittedVersion)
  • UPCommons institutional repository (Universitat Politècnica de Catalunya) (submittedVersion, public-domain)
Funders
Karolinska Institutet
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
  • Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
Keywords
presence, virtual reality, mixed reality, telepresence, sensory responses, virtual worlds
MeSH terms
Computer Graphics, Computer Simulation, European Union, Humans, Models, Biological, Orientation, Sensation, User-Computer Interface, Ecosystem, Imaging, Three-Dimensional

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