The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience
By Alessandra Gorini, Claret S. Capideville, Gianluca De Leo, Fabrizia Mantovani, Giuseppe Riva. Cyberpsychology, Behavior, and Social Networking, 2011
305 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Mechanical Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/37a2df653e15e6a8dd37ee3690ba6f75c0f75d67
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
In Mechanical Engineering
In Human-Computer Interaction
- Giuseppe Riva
- Fabrizia Mantovani
- Michael Barnett-Cowan
- Rosa María Baños
- Cristina Botella
- Andrea Gaggioli
- Sophie Kenny
- Séamas Weech
Citations in the corpus
- Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change (2016, background): “Specifically, VR is different from other media because it induces the sense of “presence”: the feeling of “being there” inside the virtual experience produced by the technology (51, 52).”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “Gorini et al. (2011) show a heightened sense of presence (SUS) if an anxiety-inducing narrative context was provided while the participant searched for an object in VR (i.e., the participant was being “chased” by a “murderous” person as they searched).”
- Positive Technology: Using Interactive Technologies to Promote Positive Functioning (2012, unknown): “59 Riva and colleagues 60 recently suggested that a subject is present within a virtual group if he is able to put his own intentions (presence) into practice and to understand the intentions of the other group members (social presence).”
- The impact of perception and presence on emotional reactions: a review of research in virtual reality (2015, methodology): “Gorini et al. (2011) had participants search for a blood container in a VR hospital, either with the information that this was urgently needed to save a child, or without this information.”