Academic literature on the topic 'Physical- and Virtual presence'
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Journal articles on the topic "Physical- and Virtual presence"
Bojanova, Irena. "Physical Presence through Virtual Worlds." IT Professional 13, no. 4 (July 2011): 4–5. http://dx.doi.org/10.1109/mitp.2011.66.
Full textStanca, Liana, Cristina Felea, Ramona Lacurezeanu, and Christian Schuster. "The digitisation - measuring physical and virtual presence." Studia Universitatis Babeș-Bolyai Digitalia 62, no. 1 (June 30, 2017): 112–32. http://dx.doi.org/10.24193/subbdigitalia.2017.1.09.
Full textVenable, Hannah Lyn. "The Weight of Bodily Presence in Art and Liturgy." Religions 12, no. 3 (March 3, 2021): 164. http://dx.doi.org/10.3390/rel12030164.
Full textTerbeck, Sylvia, Jaysan Charlesford, Heather Clemans, Emily Pope, Aimee Lee, Joshua Turner, Michaela Gummerum, and Bettina Bussmann. "Physical Presence during Moral Action in Immersive Virtual Reality." International Journal of Environmental Research and Public Health 18, no. 15 (July 29, 2021): 8039. http://dx.doi.org/10.3390/ijerph18158039.
Full textMantovani, Giuseppe, and Giuseppe Riva. "“Real” Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence." Presence: Teleoperators and Virtual Environments 8, no. 5 (October 1999): 540–50. http://dx.doi.org/10.1162/105474699566459.
Full textBlair, Charlotte. "IMS2011 Virtual Presence." IEEE Microwave Magazine 12, no. 3 (May 2011): 70. http://dx.doi.org/10.1109/mmm.2011.940315.
Full textStanca, Romeo, and Rodica Sobolu. "Measuring Physical and Virtual Presence in the digital economy era." Studia Universitatis Babeș-Bolyai Digitalia 63, no. 1 (June 27, 2018): 69–80. http://dx.doi.org/10.24193/subbdigitalia.2018.1.05.
Full textFox, Jesse, Jeremy Bailenson, and Joseph Binney. "Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar." Presence: Teleoperators and Virtual Environments 18, no. 4 (August 1, 2009): 294–303. http://dx.doi.org/10.1162/pres.18.4.294.
Full textWitmer, Bob G., and Michael J. Singer. "Measuring Presence in Virtual Environments: A Presence Questionnaire." Presence: Teleoperators and Virtual Environments 7, no. 3 (June 1998): 225–40. http://dx.doi.org/10.1162/105474698565686.
Full textMcGlynn, Sean A., Ranjani M. Sundaresan, and Wendy A. Rogers. "Investigating Age-Related Differences in Spatial Presence in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1782–86. http://dx.doi.org/10.1177/1541931218621404.
Full textDissertations / Theses on the topic "Physical- and Virtual presence"
Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.
Full textKarlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.
Full textDen här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
Thellman, Sam. "Social Dimensions of Robotic versus Virtual Embodiment, Presence and Influence." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130645.
Full textAndersson, Fabian, and David Stark. "The New Normal : a qualitative study of how Covid-19 influences the digitalization of Swedish SMEs within their international operations." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105332.
Full textBlair, Peter J. "A Descriptive Case Study of Writing Standards-Based Individualized Education Plan Goals Via Problem-Based Learning in a Virtual World." DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5697.
Full textCasaneuva, Juan S. "Presence and co-presence in collaborative virtual environments." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/6383.
Full textPresence in Collaborative Virtual Environments (CVEs) can be defined into personal presence and co-presence. Personal presence is having a feeling of "being there" in the CVE yourself. Co-presence is having a feeling that one is in the same place as the other praticipants, and that one is collaborating with real people. The focus of this research was to conduct exploratory studies to investigate and verify some of the factors believed to affect personal presence and co-presence in a CVE. This was achieved by designing and performing experiments in CVEs, and using subjective measures to assess the levels of personal presence and co-presence in the CVE. In addition, we have developed a subjective measure of co-presence in the form of a pencil-and-paper questionnaire. This co-presence questionnaire was used to measure the amount of co-presence experienced by the participants in the CVE. In this dissertation we describe three experiments used to investigate some of the factors which might affect personal presence and co-presence in a CVE.
Chertoff, Dustin. "EXPLORING ADDITIONAL FACTORS OF PRESENCE." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3051.
Full textPh.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Modeling and Simulation PhD
Sollins, Brandon. "Predictors of presence in virtual reality." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/515.
Full textB.S.
Bachelors
Sciences
Psychology
Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.
Full textChilds, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.
Full textBooks on the topic "Physical- and Virtual presence"
Branding and sustainable competitive advantage: Building virtual presence. Hershey, PA: Business Science Reference, 2012.
Find full textDaily spatial mobilities: Physical and virtual. Burlington, VT: Ashgate, 2012.
Find full textGrady, Sean M. Virtual reality: Computers mimic the physical world. New York, NY: Facts on File, 1998.
Find full textWeiss, Patrice L., Emily A. Keshner, and Mindy F. Levin, eds. Virtual Reality for Physical and Motor Rehabilitation. New York, NY: Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1.
Full textRalph, Schroeder, ed. The social life of Avatars: Presence and interaction in shared virtual environments. London: Springer, 2002.
Find full textImmersive multimodal interactive presence. London: Springer, 2012.
Find full textLisle, Curtis. Physical modeling for interaction in real-time simulation. Orlando, FL: Institute for Simulation and Training, University of Central Florida, 1996.
Find full textSchroeder, Ralph. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer London, 2002.
Find full textvom Brocke, Jan, Riitta Hekkala, Sudha Ram, and Matti Rossi, eds. Design Science at the Intersection of Physical and Virtual Design. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38827-9.
Full textM, Go Frank, ed. Place branding: Glocal, virtual and physical identities, constructed, imagined and experienced. Basingstoke: Palgrave Macmillan, 2009.
Find full textBook chapters on the topic "Physical- and Virtual presence"
Sivunen, Anu. "Presence and Absence in Global Virtual Team Meetings: Physical, Virtual, and Social Dimensions." In Virtual Workers and the Global Labour Market, 199–217. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-47919-8_10.
Full textYao, Shengjie, and Gyoung Kim. "The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity." In Lecture Notes in Computer Science, 234–42. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22602-2_18.
Full textChen, Weiqin, Martin Bang, Daria Krivonos, Hanna Schimek, and Arnau Naval. "An Immersive Virtual Reality Exergame for People with Parkinson’s Disease." In Lecture Notes in Computer Science, 138–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_18.
Full textWiederhold, Brenda K., and Stéphane Bouchard. "Presence." In Advances in Virtual Reality and Anxiety Disorders, 9–33. Boston, MA: Springer US, 2014. http://dx.doi.org/10.1007/978-1-4899-8023-6_2.
Full textPetsalis-Diomidis, Alexia. "Palimpsest and virtual presence." In Excavating Pilgrimage, 106–29. Abingdon, Oxon ; New York, NY : Routledge, [2017] | Series: Routledge studies in pilgrimage, religious travel & tourism: Routledge, 2017. http://dx.doi.org/10.4324/9781315228488-7.
Full textTriberti, Stefano, Eleonora Brivio, and Carlo Galimberti. "On Social Presence." In Enhancing Social Presence in Online Learning Environments, 20–41. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3229-3.ch002.
Full textRussell, Glenn. "Virtual Schools." In Encyclopedia of Information Science and Technology, First Edition, 3002–6. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-553-5.ch534.
Full textSilvana de Rosa, Annamaria, and Elena Bocci. "Between Physical and Virtual Reality." In Branding and Sustainable Competitive Advantage, 69–95. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-171-9.ch006.
Full textTruckenbrod, Joan. "Digitizing the Physical." In Advances in Media, Entertainment, and the Arts, 47–59. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8205-4.ch004.
Full textPiazzalunga, Renata, and Saulo Faria Almeida Barretto. "Challenges in Virtual Environment Design." In Virtual Technologies, 266–84. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch019.
Full textConference papers on the topic "Physical- and Virtual presence"
Williams, George C., Haakon Faste, Ian E. McDowall, and Mark T. Bolas. "Physical presence: palettes in virtual spaces." In Electronic Imaging '99, edited by John O. Merritt, Mark T. Bolas, and Scott S. Fisher. SPIE, 1999. http://dx.doi.org/10.1117/12.349402.
Full textDuarte, Luis F. B., Paulo Jorge Ribeiro, Andre Rodrigues, Tiago Machado Guerreiro, and Luís Filipe Carvalho Carriço. "A Preliminary Assessment of Physical & Virtual Presence in Exergames." In Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/hci2014.49.
Full textKim, Kangsoo. "Improving Social Presence with a Virtual Human via Multimodal Physical -- Virtual Interactivity in AR." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170427.3180291.
Full text"Teacher Presence and Social Presence in Virtual and Blended Courses." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3965.
Full textBaka, Evangelia, Kalliopi Evangelia Stavroulia, Nadia Magnenat-Thalmann, and Andreas Lanitis. "An EEG-based Evaluation for Comparing the Sense of Presence between Virtual and Physical Environments." In Computer Graphics International 2018. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3208159.3208179.
Full textRobinette, Paul, Alan R. Wagner, and Ayanna M. Howard. "Assessment of robot to human instruction conveyance modalities across virtual, remote and physical robot presence." In 2016 25th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2016. http://dx.doi.org/10.1109/roman.2016.7745237.
Full textDuval, Thierry, Huyen Nguyen, Cedric Fleury, Alain Chauffaut, Georges Dumont, and Valerie Gouranton. "Embedding the features of the users' physical environments to improve the feeling of presence in collaborative Virtual Environments." In 2012 IEEE 3rd International Conference on Cognitive Infocommunications (CogInfoCom). IEEE, 2012. http://dx.doi.org/10.1109/coginfocom.2012.6421987.
Full textPetersen, Harry C., Andrzej Markowski, Paul Sullivan, and Robert Petersen. "Computer-Generated Virtual/Physical Reality: Blurring the Lines." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21671.
Full textJayaram, Uma, and Roglenda Repp. "Calibrating Virtual Environments for Engineering Applications." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21264.
Full textLesniak, Kevin, Conrad S. Tucker, Sven Bilen, Janis Terpenny, and Chimay Anumba. "Networked, Real Time Translation of 3D Mesh Data to Immersive Virtual Reality Environments." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59762.
Full textReports on the topic "Physical- and Virtual presence"
Witmer, Bob G., and Michael F. Singer. Measuring Presence in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, October 1994. http://dx.doi.org/10.21236/ada286183.
Full textYoungblut, Christine. Experience of Presence in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, September 2003. http://dx.doi.org/10.21236/ada427495.
Full textKim, Seeun, Tae Hyun Baek, and Sun-Hwa Kim. The Effect of Presence on Consumers' Responses to Virtual Mirror Technology. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-314.
Full textMayes, Joseph. Modeling Large-Scale Networks Using Virtual Machines and Physical Appliances. Fort Belvoir, VA: Defense Technical Information Center, January 2014. http://dx.doi.org/10.21236/ada614211.
Full textVytal, John. Shipboard EMI/EMC Test Report for the Reduced Ships-Crew by Virtual Presence (RSVP) Advanced Technology Demonstration (ATD). Fort Belvoir, VA: Defense Technical Information Center, July 1999. http://dx.doi.org/10.21236/ada369429.
Full textChattaraman, Veena, Wi-Suk Kwon, and Juan Gilbert. Interaction Style of Virtual Shopping Agents: Effects on Social Presence and Older Consumers’ Experience in E-tail Sites. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-646.
Full textCobb, Kelly, Huantian Cao, Elizabeth Davelaar, Cara Tortorice, and Bai Li. Physical to Virtual: Optimizing the Apparel Product Development Process to Reduce Solid Waste in Apparel. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-1895.
Full textZanoni, Wladimir, and Ailin He. Citizenship and the Economic Assimilation of Canadian Immigrants. Inter-American Development Bank, March 2021. http://dx.doi.org/10.18235/0003117.
Full textAyala-García, Jhorland, and Sandy Dall’Erba. The impact of preemptive investment on natural disasters. Banco de la República, September 2021. http://dx.doi.org/10.32468/dtseru.301.
Full textBerney, Ernest, Naveen Ganesh, Andrew Ward, J. Newman, and John Rushing. Methodology for remote assessment of pavement distresses from point cloud analysis. Engineer Research and Development Center (U.S.), April 2021. http://dx.doi.org/10.21079/11681/40401.
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