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Friedman, D., Brogni, A., Guger, C., Antley, A., Steed, A., & Slater, M. (2006). Sharing and analyzing data from presence experiments. Presence: Teleoperators and Virtual Environments, 15(5), 599–610.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 16:52
"We regard presence as a successful substitution of real sensory data by articifially generated sensory data. By a successful substitution we mean that the participant acts upon these artificially generated stimuli as if they came from the real world. By acting, we mean that we expect the participant’s response to be similar to the response in the real world on many levels, ranging from unconscious automatic responses through deliberate volitional behavior, up to the subjective feeling of being there."
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413–434.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
"The issue of presence becomes interesting only when there are competing environments—that is, the individual is receiving and can be aware of stimuli from multiple environments (including internal ones). Presence then determines which of the environments the individual responds to and acts within at any given moment."
"We can think of presence as a selector among environments to which to respond, which operates dynamically from moment to moment [...] A fundamental proposal of this paper is that the set of stimuli of the present environment forms an overall gestalt, providing a consistent believable world in itself."
Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3(2), 130–144.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 03/05/2021, 13:28
"This paper is concerned with the concept and measurement of presence in virtual environments (VEs) (or "virtual reality")."
Explaining what an immersive virtual environment (IVE) is: "It is immersive since it immerses a representation of the person's body (the VB) in the computer-generated environment [...] Immersion can lead to presence."

  1. High-quality, high-resolution information should be presented to the participant's sensory organs, in a manner that does not indicate the existence of the devices or displays. We include here Steuer's (1992) notion of vividness, "the ability of a technology to produce a sensorially rich mediated environment."
  2. The environment that is being presented to the participant should be consistent across all displays.
  3. The environment should be one with which the participant can interact, including objects and autonomous actors that spontaneously react to the subject.
  4. The self-representation of the participant, that is the participant's "virtual body," should be similar in appearance to the participant's own body, respond correctly, and be seen to correlate with the movements of the participant.
  5. The connection between participant's actions and effects should be simple enough for the participant to model over time.

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