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den Hertog, P. (2017). The Virtual Reality paradox: Oxymoron or pleonasm? Retrieved December 2, 2023, from https://medium.com/@pau ... r-pleonasm-98f7513ac506   
Added by: Mark Grimshaw-Aagaard 02/12/2023, 08:04
Janz, B. B. (2019). Virtual place and virtualized place. In E. Champion (Ed), The Phenomenology of Real and Virtual Places. (pp. 60–75). London: Routledge.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 03/05/2026, 01:24
Landeschi, G., & Betts, E. (Eds). (2023). Capturing the senses: Digital methods for sensory archaeologies. Switzerland: Springer Nature.   
Added by: Mark Grimshaw-Aagaard 14/11/2023, 10:28
Negroponte, N. 1993, June 1. Virtual Reality: Oxymoron or pleonasm? Wired.   
Added by: Mark Grimshaw-Aagaard 02/12/2023, 08:03
Rogers, K., Ribeiro, G., Wehbe, R. R., Weber, M., & Nacke, L. E. 2018, April 21–26. Vanishing importance: Studying immersive effects of game audio perception on player experiences in virtual reality. Paper presented at Conference on Human Factors in Computing Systems.   
Added by: Mark Grimshaw-Aagaard 13/11/2018, 08:34
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
"Immersion can be an objective and quantifiable description of what any particular system does provide. Presence is a state of consciousness, the (psychological) sense of being in the virtual environment."
Immersion is a means of describing the technology which should be:
  • Inclusive: the shutting out of physical reality
  • Extensive: the number of sensory modalities provided by the technology
  • Surrounding: not a limited field but panoramic
  • Vivid: resolution and quality of the sensory displays as well as their information content and richness

Additionally, immersion requires:

  • a virtual body that is egocentric (i.e. first-person) rather than exocentric
  • matching between bodily movements and what is generated by the displays
  • a plot, a drama that exists within itself and this includes autonomy of other agents in the VE and interaction allowing the user to effect change in the VE.

 

Presence is a function of immersion that increases as the immersion of the system increases. Nevertheless, the extent and balance between the inclusive, extensive, surrounding, and vivid qualities of the immersive technology depends on the context and the user's perceptual requirements. A VE dealing with an orchestra and its concert hall should have high quality audio whereas the image may be of secondary importance, while users favour different sensory modalities when constructing models of worlds.

The authors disagree with Ellis (1996) (who suggests that presence serves no purpose for certain tasks in VEs) because Ellis equates presence with realism. The authors suggest that presence does not necessarily require realism.

Virtual, adj. and n. (2013). In Oxford English Dictionary 3rd ed. Oxford: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 13/02/2024, 07:24
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