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Fencott, C. (1999). Presence and the content of virtual environments. Retrieved August 4, 2005, from ... 
Added by: sirfragalot (08/04/2005 02:24:44 PM)   
Resource type: Web Article
BibTeX citation key: Fencott1999
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Categories: General
Keywords: Immersion, Virtual environment
Creators: Fencott
Resources citing this (Bibliography: WIKINDX Master Bibliography)
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This paper considers the role of the content of Virtual Environments (VEs) in generating presence. This is achieved by actively considering the way content affects perception. The thoughts on presence presented here arise not from from direct research into presence itself but from the practical experiences gained in building desktop VEs and then reflecting on the way people did or did not respond to particular content. Of particular importance was a virtual tourist site built for the Saltburn Improvement Company on the North East of England and which has served as a test bed for the ideas put forward here.
Added by: sirfragalot  
Developed further by McMahan (2003, pp.75–76)

McMahan, A. (2003). Immersion, engagement, and presence: A new method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 67–87). New York: Routledge.
Added by: sirfragalot  Last edited by: sirfragalot
   "If presence is indeed primarily the perceptual result of appropriate content then a deeper understanding of the the way in which the human perceptual systems respond to VE generated content will be a major research area for the near future. It would also seem of great benefit to investigate the theoretical underpinnings of other disciplines, such as film and architecture, to support this activity."   Added by: sirfragalot
   " presence is a mental state it is therefore a direct result of perception rather than sensation. In other words, the mental constructions that people build from stimuli are more important than the stimuli themselves."   Added by: sirfragalot
   VE perceptual/content details that give rise to presence are in two symbiotic forms that both derive from the logic of virtual the environment:

  1. Cues -- predictable, mundane details.
  2. Surprises -- non-mundane and not predictable.

This is illustrated with a joke:
"My dog has no nose!
How does he smell?

The first two lines are cues, the last a surprise. All three follow a logic with the last dependent on the preceeding logic.   Added by: sirfragalot
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