The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Immersion, presence and performance in virtual environments: an experiment with tri-dimensional chess
Abstract
This paper describes an experiment to assess the influence of immersion on performance in immersive virtual environments. The task involved Tri-Dimensional Chess, and required subjects to reproduce on a real chess board the state of board learned from a sequence of moves witnessed in a virtual environment. Twenty four subjects were allocated to a factorial design consisting of two levels of immersion (exocentric screen based, and egocentric HMD based), and two kinds of environment (plain and realistic). The results suggest that egocentric subjects performed better than exocentric, and those in the more realistic environment performed better than those in the less realistic environment. Previous knowledge of chess, and amount of virtual practice were also significant, and may be considered as control variables to equalise these factors amongst the subjects. Other things being equal, males remembered the moves better than females, although female performance improved with higher spatial ability test score. The paper also attempts to clarify the relationship between immersion, presence and performance, and locates the experiment within such a theoretical framework.
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Citations
Cites
Measuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371
Defining virtual reality: Dimensions determining telepresence
Steuer, J. (1992) · Journal of Communication · doi:10.1111/j.1460-2466.1992.tb00812.x · Cited by 5,459
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 by
Measuring Presence in Virtual Environments: A Presence Questionnaire
Witmer, B. G., & Singer, M. J. (1998) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474698565686 · Cited by 6,371
Slater, M., & Wilbur, S. (1997) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1997.6.6.603 · Cited by 3,034
Self-citationEnhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
Self-citationHow Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Cummings, J. J., & Bailenson, J. N. (2016) · Media Psychology · doi:10.1080/15213269.2015.1015740 · Cited by 1,749
Yim, M. Y.-C., Chu, S.-C., & Sauer, P. L. (2017) · Journal of Interactive Marketing · doi:10.1016/j.intmar.2017.04.001 · Cited by 1,142
Metadata
- Authors
- Slater, M., Linakis, V., Usoh, M., & Kooper, R.
- Venue
- Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST '96
- Publisher
- ACM Press
- Published
- 1996
- Pages
- 163-172
- OpenAlex
- W2571941414
- Cited by
- 408
- References
- 3
- FWCI
- 2.55
- Type
- conference paper
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: Immersion, presence and performance in virtual environments: an experiment with tri-dimensional chess. https://app.cochat.ai/papers/10.1145/3304181.3304216
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- Slater, M., Linakis, V., Usoh, M., & Kooper, R. (1996). Immersion, presence and performance in virtual environments: an experiment with tri-dimensional chess. Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST '96. https://doi.org/10.1145/3304181.3304216
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.