From presence to consciousness through virtual reality
By Maria V. Sanchez-Vives, Mel Slater. Nature Reviews Neuroscience, 2005
1,778 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Mechanical Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/28c9da034c23ea5072f299a23a26b8429c61306b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Mel Slater
- Maria V. Sanchez-Vives
- H. Ehrsson
- Anil K. Seth
- Konstantina Kilteni
- Olaf Blanke
- Hugo D. Critchley
- Tabitha C. Peck
In Mechanical Engineering
- H. Ehrsson
- Mel Slater
- Giuseppe Riva
- Fabrizia Mantovani
- Brenda K. Wiederhold
- Stefania Serafin
- Justin M. Harris
- Niels Christian Nilsson
In Human-Computer Interaction
- Mel Slater
- Maria V. Sanchez-Vives
- H. Ehrsson
- Tabitha C. Peck
- Konstantina Kilteni
- Olaf Blanke
- Giuseppe Riva
- Fabrizia Mantovani
Citations in the corpus
- Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News (2010, background): “…of fidelity with respect to everyday physical reality is severely reduced—with respect to visual appearance, the realism of illumination of computer graphics rendered scenes, the realization of physics, and above all the representation and behavior of virtual humans (Sanchez-Vives & Slater, 2005).”
- Embodiment and presence in virtual worlds: a review (2010, background): “In summary, this perspective on presence argues that ‘being there’ is grounded in the ability ‘to do there’ (Sanchez-Vives and Slater, 2005).”
- Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments (2009, background): “Further details of such systems can be found in Sanchez-Vives & Slater (2005).”
- An exploratory study of perceived safety in a neighborhood park using immersive virtual environments (2018, background): “, Oculus Rift) or a CAVE system, IVEs ‘surround’ the user with a continuous stream of visual stimuli to create the perception they are present within and interacting with an environment (Sanchez-Vives and Slater, 2005).”
- Augmenting the eye of the beholder: exploring the strategic potential of augmented reality to enhance online service experiences (2017, background): “Accordingly, the situated view of presence holds that for a person the sense of B being there ^ requires the ability for them to B do there ^ (Schultze 2010; see also Sanchez-Vives and Slater 2005), and AR-based service augmentation offers this ability.”
- Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine (2019, methodology): “Obviously, to be realistic, the VR model tries to mimic the brain model as much as possible: the more the VR model is similar to the brain model, the more the individual feels present in the VR world.(93,104)”
- An Interoceptive Predictive Coding Model of Conscious Presence (2011, background): “INTRODUCTION In consciousness science, psychiatry, and virtual reality (VR), the concept of presence is used to refer to the subjective sense of reality of the world and of the self within the world (Metzinger, 2003; Sanchez-Vives and Slater, 2005).”
- Exploring the relationship between presence and enjoyment in a virtual museum (2010, background): “Lately, presence signifies behaving in the VE as in the real-world (Sanchez-Vives and Slater, 2005).”
- The thing that should not be: predictive coding and the uncanny valley in perceiving human and humanoid robot actions (2011, background): “Furthermore, this and similar robots have ‘presence’ that generally cannot be elicited by computer-animated artificial agents (Sanchez-Vives and Slater, 2005).2 Finally, by using a state of the art robot, we can engage more productively with social robotics, a rapidly developing field (Dautenhahn,…”
- Enhancing Our Lives with Immersive Virtual Reality (2016, background): “Following Sanchez-Vives and Slater (2005), the behavioral correlate of “presence” is that participants behave in VR as they would do in similar circumstances in reality.”
- Inducing Illusory Ownership of a Virtual Body (2009, background): “The second is concerned with the question of the conditions under which people act and respond to events and situations within virtual reality as if these were real, sometimes called the study of presence (Sanchez-Vives and Slater, 2005).”
- If I Were You: Perceptual Illusion of Body Swapping (2008, positive): “Likewise, experiencing ‘becoming’ a humanoid robot in tele-robotics and feeling ownership of simulated bodies in virtual reality applications would probably enhance user control, realism, and the feeling of ‘presence’ [21,22,23,50].”