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Freeman, J., Avons, S. E., Meddis, R., Pearson, D. E., & IJsselsteijn, W. (2000). Using behavioral realism to estimate presence: A study of the utility of postural responses to motion stimuli. Presence: Teleoperators and Virtual Environments, 9(2), 149–164.    
Added by: Mark Grimshaw-Aagaard 11/09/2018, 17:03
"in the normal waking state, we are continually aware of our place in the surrounding environment. Direct sensory information confirming our location is always available and is continually updated. Thus, under normal circumstances, one's current location is a universal feature of awareness, rather than a quality that varies continuously over time. The subjective evaluation of presence requires graded ratings of a sensation that is typically invariant, and observers' lack of experience of rating presence is one possible explanation of the difficulty in providing stable ratings [...] A second, related issue is that there are no verbal descriptors of degrees of presence, because to date there has been no need to communicate such feelings [...] A third concern is that asking subjects to rate presence involves a conflict between sensation and knowledge. Observers know that they are currently in the test situation, and can remember how they got there [...] this conflict between sensation and knowledge is inherent in the measurement of presence [...] A final issue [...] is that the notion of presence is inextricably bound up with attentional factors. The extent to which an observer feels par of an environment may depend not only on the quality and extent of sensory information, but on the interest evoked by the displayed scene."
Freeman, J., Avons, S. E., Pearson, D. E., & IJsselsteijn, W. A. (1999). Effects of sensory information and prior experience on direct subjective ratings of presence. Presence: Teleoperators and Virtual Environments, 8(1), 1–13.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 25/02/2018, 08:41
van den Hoogen, W. M., IJsselsteijn, W. A., & de Kort, Y. A. W. 2009, September 1–4. Effects of sensory immersion on behavioural indicators of player experience: Movement synchrony and controller pressure. Paper presented at Breaking New Ground: Innovation in Games, Play, Practice and Theory, Brunel University.   
Added by: Mark Grimshaw-Aagaard 02/11/2009, 06:05
IJsselsteijn, W. A., Freeman, J., & de Ridder, H. (2001). Presence: Where are we? Cyberpsychology & Behavior, 4(2), 179–182.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19
Presence is "an illusory shift in point of view"  
The illusion of "being there" in a virtual environment is enhanced by "more accurate reproductions and/or simulations of reality."
IJsselsteijn, W. (2003). Presence in the past: What can we learn from media history? In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 17–40). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 01/11/2018, 09:43
"Given the expectations of current media-aware audiences, attaining an illusion of reality will often require excursions into the hyperreal, presenting a more 'vivid' copy of reality than reality itself has to offer."  
A footnote on HMDs describes "its immersive characteristics, sealing off the physical environment and presenting the senses with an inclusive virtual environment"  
"people's responses to media are not a linear product of the extent of sensory information that the medium provides, but are very much shaped by people's previous experiences with and expectations towards media. It would seem a little odd to us now if people should panic and run out of a movie theatre at the sight of an approaching train on the screen. This is because our media schemata, or knowledge representations of what media are, and are capable of, tell us what to expect from mediated experiences, including the many perceptual tricks that cinema or VR can play on us [...] media schemata may act as an attenuating factor on our initial response to take the stimulus at face value and act accordingly. Despite this clear inhibitory effect of media schemata, there are numerous examples where we still exhibit a tendency to respond to media in much the same way as we would to reality. At a non-cognitive response level, our perceptual system has simply not evolved to deal with media as something separate from reality."  
Presents two forms of user-system interaction in VR: navigation and manipulation. The first allows for exploration of the world including looking around and moving through while the second allows for "a meaningful change" in the world.
IJsselsteijn, W., & Riva, G. (2003). Being there: The experience of presence in mediated environments. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 3–16). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard 13/02/2019, 16:04
"Characteristics of the medium can be subdivided into media form and media content variables. Both of these are known to have a significant impact on the individual's sense of presence such that, depending on the levels of appropriate, rich, consistent, and captivating sensory stimulation, varying levels of presence can be produced."
Nacke, L., Lindley, C. A., & Stellmach, S. 2008, October 20–21. Log who's playing: Psychophysiological game analysis made easy through event logging. Paper presented at Fun and Games, Berlin Heidelberg.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Deleted user 31/07/2009, 16:50
Riva, G., Davide, F., & IJsselsteijn, W. A. (Eds). (2003). Being there: Concepts, effects and measurements of user presence in synthetic environments. Vol. 5. Amsterdam: IOS Press.   
Added by: Mark Grimshaw-Aagaard 08/10/2018, 12:55
Waterworth, E. L., & Waterworth, J. A. (2003). The illusion of being creative. In G. Riva, F. Davide & W. A. IJsselsteijn (Eds.), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. Vol. 5, (pp. 223–236). Amsterdam: IOS Press.    
Added by: Mark Grimshaw-Aagaard 14/02/2019, 08:48
experiencing the same data set through different representations and sensory modalities "increases the range of concrete perceptions  through which information is experienced. These richer perceptions may then lead to more original concepts."
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