Enhancing Our Lives with Immersive Virtual Reality
By Mel Slater, Maria V. Sanchez-Vives. Frontiers in Robotics and AI, 2016
1,610 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/74093f46bd53222fd7ae1dc7a92030991e76d4d9
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
In Social Psychology
- Mel Slater
- Tabitha C. Peck
- Mar González-Franco
- Antonia F. de C. Hamilton
- Xueni Pan
- Bernhard Spanlang
- David Whitney
- Antoine Jean-Pierre Tixier
In Human-Computer Interaction
- Mel Slater
- Tabitha C. Peck
- Mar González-Franco
- Antonia F. de C. Hamilton
- Xueni Pan
- Bernhard Spanlang
- Maria V. Sanchez-Vives
- Jeremy N. Bailenson
Citations in the corpus
- The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic (2021, background): “Real-world spherical panoramic 360° images and videos are stitched together to create 360° panoramic views, where users can move virtually and change view perspective allowing for a sense of verisimilitude (Beck et al., 2019; LaValle, 2016; Slater & Sanchez-Vives, 2016).”
- Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape (2018, background): “For more on this, we point the reader to Slater and Sanchez-Vives (2016).”
- Virtual reality in the assessment, understanding, and treatment of mental health disorders (2017, background): “The hardware recognizable today emerged in the 1980s but has been largely con fi ned to specialist laboratories (Slater & Sanchez-Vives, 2016).”
- Virtual and Augmented Reality Applications in Medicine: Analysis of the Scientific Literature (2020, neutral): “The user can interact with the virtual environment through hand-held devices such as joysticks or keyboards and more recently, using integrated body tracking technologies [2,3].”
- Communicating Robot Arm Motion Intent Through Mixed Reality Head-mounted Displays (2017, background): “logy of virtual reality (VR) which, in a similar way to mixed reality (MR), provides head tracked stereo display of 3D graphics to create immersion. In VR, 3D spatial reasoning gains have been tested [32]. Pausch et al. found that head-tracked displays outperform stationary displays for a visual sea”
- Immersion and the illusion of presence in virtual reality. (2018, background): “It has a long history, with massive amounts of research in the past 30 years (Slater & Sanchez-Vives, 2016), not least in different areas of psychology.”
- Avatar Embodiment. Towards a Standardized Questionnaire (2018, background): “Aspects such as participant’s behavior or their physiology are heavily influenced by the embodiment score (González-Franco et al., 2014; Padrao et al., 2016; Slater and Sanchez-Vives, 2016).”
- 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering (2019, background): “Slater and Sanchez-Vives (2016) state that giving people the illusion of being present in news events is the goal of immersive journalism, and our study shows that 360° video journalism succeeds in this.”