Understanding Virtual RealityInterface, Application, and Design
By W. Sherman, A. Craig. Presence - Teleoperators and Virtual Environments, 2002
1,143 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/95ad8522b26c5f58acd201f6e5fd39027075080a
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 Human-Computer Interaction
- Giuseppe Riva
- Fabrizia Mantovani
- Sergio Ibáñez-Sánchez
- Fiona Fui-Hoon Nah
- Patrick Baudisch
- Keng Leng Siau
- Masaaki Kurosu
- James R. Lewis
Citations in the corpus
- Seven HCI Grand Challenges (2019, positive): “Key elements to the VR experience are immersion, presence, and interactivity, as well as the virtual world, its creators and participants (Ryan, 2015; Sherman & Craig, 2018).”
- Providing Haptics to Walls & Heavy Objects in Virtual Reality by Means of Electrical Muscle Stimulation (2017, background): “The Teleact glove, for example, featured 30 air pockets around the user’s fingers and palm [31].”
- The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience (2011, positive): “1 When the user is emotionally and intellectually engaged in the experience and perceives a significant sense of control over the computer, his/her attention will focus on the interaction with the environment that generates an illusion of non-mediation, increasing his/her sense of presence.”
- A systematic review of the application of interactive virtual reality to sport (2017, background): “In this respect, it is important that VR uses a computergenerated environment because this is a key feature that allows for interactivity and the perception of presence (Baños et al. 2000; Sherman and Craig 2002).”
- Industry use of virtual reality in product design and manufacturing: a survey (2017, background): “Full textbooks encompassing a variety of VR topics are also available (Sherman and Craig 2002; Bowman et al. 2004) Making model worlds efficiently Companies like Fuel3D, Matterport, Capture3D, and Faro offer products and services to create 3D models from physical objects or environments.”
- Learning by doing and learning through play: an exploration of interactivity in virtual environments for children (2004, background): “The NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments) project, an interactive virtual learning environment for young children, was one of the first educational VR applications designed and developed for CAVE [Roussos et al. 1999; 1997; Sherman and Craig 2003].”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “VR systems can generate responses in the virtual world regarding users' positions and actions (tracking), show images, synchronize audio, and provide haptic information, depending on their location and orientation (Sherman & Craig, 2003).”
- Review on Wearable Technology Sensors Used in Consumer Sport Applications (2019, background): “Wearable technology plays a part in this, as it allows senses (via haptics) to be felt, giving a more authentic feel to the experience [15].”