A Virtual Presence Counter
By Mel Slater, A. Steed. Presence - Teleoperators and Virtual Environments, 2000
748 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/3e1ee3c12fe76fb54d7474f896541974cb153615
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
- Giuseppe Riva
- Hugo D. Critchley
- Jeremy N. Bailenson
- Anil K. Seth
- G. Welch
- Catherine S. Oh
In Human-Computer Interaction
- Jeremy N. Bailenson
- Mel Slater
- Maria V. Sanchez-Vives
- Giuseppe Riva
- Richard Skarbez
- Mary C. Whitton
- G. Welch
- Catherine S. Oh
Citations in the corpus
- The Networked Minds Measure of Social Presence : Pilot Test of the Factor Structure and Concurrent Validity (2001, neutral): “…Avons, & Bouswhuis, 2001; Lessiter, Freeman, Keogh, & Davidoff, 2001; Lombard et al., 2000; Schubert, Friedman, & Regenbrecht , 2001; Slater, 1999; Slater & Steed, 2000; Usoh, Catena, Arman, & Slater, 2000; Witmer & Singer, 1994; Witmer & Singer, 1998), discussions of the conceptualization ,…”
- Being there : the experience of presence in mediated environments (2003, background): “This is in line with Slater and Steed’s [7] notion of presence as a”
- How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments (2004, neutral): “The issue of presence arises whenever there is this potential choice between the formation of percepts based on inevitable leakage of real-world sensory data into the sensory stream available to the participant, or alternatively based on the virtual sensory data (Slater & Steed, 2000).”
- Using Presence Questionnaires in Virtual Reality (2019, methodology): “[36, 39] (SUS) 1994/2000 853/466 3/6 VE Witmer & Singer [43] (WS) 1998 3569 32 VE”
- Virtual reality in neuroscience research and therapy (2011, background): “The value of multimodal control has been demonstrated in studies showing that combined visual and proprioceptive feedback leads to a stronger sense of presence than using a joystick to control response”
- From presence to consciousness through virtual reality (2005, result): “Other studies have shown a significant positive association between overall body mobilization and reported presenc”
- How we experience immersive virtual environments: the concept of presence and its measurement * (2009, methodology): “In “collaborative virtual reality” applications, it is the very absence of such correlational cues that undermines the establishment of shared presence (Garau et al., 2005; Slater & Steed, 2000).”
- Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments (2009, methodology): “This idea of ‘breaks in presence’ measure was introduced by Slater & Steed (2000) using a simple Markov chain stochastic model of transitions between ‘present’ and ‘non-present’ states.”
- Research on Presence in Virtual Reality: A Survey (2001, neutral): “Slater et al. 30 and Steed et al. 31 found a relationship between immersion and leadership.”
- The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response (2018, background): “Slater and Steed [44] confirmed that participants who had to interact with virtual objects through a virtual body had a higher sense of presence than those who interacted with a traditional user interface (pressing a button).”
- When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018, background): “…can be defined as a sense of ‘being there’ in the virtual environment or, equivalently, “presence in a virtual environment [that] involves the sense of being in the virtual place rather than in the real physical place where the person's body is actually located” (Slater & Steed, 2000, p. 414).”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, background): “…in a virtual bar, for example, participants reported contextual factors (e.g., appearance of bar, responsiveness of other characters, believability of dialogue with victim) as issues that brought them out of the virtual experience (“breaks in presence” Slater and Steed, 2000; Slater et al., 2013).”
- A Process Model of the Formation of Spatial Presence Experiences (2007, background): “…a different and potentially smaller set of factors (e.g., persistence, interactivity), which would decrease their power to evoke Spatial Presence, or at least increase the probability of variations in Spatial Presence during the course of consumption (“breaks in Presence,” Slater & Steed, 2000).”
- An Interoceptive Predictive Coding Model of Conscious Presence (2011, background): “Finally, presence could be inferred by the ability to induce so-called “breaks in presence” which would not be possible if presence was lacking in the first place (Slater and Steed, 2000).”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, neutral): “(Slater & Steed, 2000).”
- From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games (2005, background): “…to draw the user in to the act of playing the game, presence – also referred to as situated immersion – refers to the subjective experience of actually existing within the computer-mediated environment even when one is physically situated in another (Slater & Steed, 2000; Witmer & Singer, 1998).”