Research on Presence in Virtual Reality: A Survey
By M. Schuemie, Peter van der Straaten, M. Krijn, C. V. D. Mast. Cyberpsychology, Behavior, and Social Networking, 2001
942 citations recorded by the source corpus.
Subfields: Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/551f062060c062a026a559d8d5d83ba708bc587b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Social Psychology
In Human-Computer Interaction
- Guido Makransky
- Lau Lilleholt
- Michela Ott
- Jens R. Helmert
- Kun-Hung Cheng
- Filipe Gama
- Juho Hamari
- Juan Chen
Citations in the corpus
- The challenges of entering the metaverse: An experiment on the effect of extended reality on workload (2022, background): “Moreover, VR has the ability to immerse users into the mediated environment so that they feel “present” in the virtual world (Schuemie et al., 2001; Steuer, 1992).”
- The impact of perception and presence on emotional reactions: a review of research in virtual reality (2015, background): “The idea that suppression of information that is incompatible with the VR experience is vital for presence is not new (Schuemie et al., 2001).”
- The perception of egocentric distances in virtual environments - A review (2013, background): “Nevertheless, head tracking is important as it is seen as a component of immersion [Bowman and McMahan 2007; Narayan et al. 2005] and as enhancing presence [Hendrix and Barfield 1995; Schuemie et al. 2001].”
- A structural equation modeling investigation of the emotional value of immersive virtual reality in education (2018, background): “According to Witmer and Singer (Witmer and Singer 1998), both involvement (i.e., focusing one’s attention on a coherent set of stimuli) and immersion (i.e., perceiving oneself as enveloped by, included in, and interacting with a VE) are necessary to experience presence (Schuemie et al. 2001).”
- Affordances of Augmented Reality in Science Learning: Suggestions for Future Research (2012, methodology): “To sum up, a temporary result found in this paper is that there are three main aspects of science learning afforded by image-based AR, including spatial ability (Kerawalla et al. 2006 (Shelton and Stevens 2004).”
- How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach (2010, background): “Control and active learning, which is akin to involvement is a psychological state experienced as a consequence of focusing one’s attention on a coherent set of related activities and stimuli (Schuemie et al., 2001).”
- A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES. (2015, background): “The feeling of being somewhere real when you are in VR is well known to researchers, and is referred to as “presence,” [42] and it most distinguishes VR from 3D on a screen [43].”