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1

Branding and sustainable competitive advantage: Building virtual presence. Hershey, PA: Business Science Reference, 2012.

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2

Daily spatial mobilities: Physical and virtual. Burlington, VT: Ashgate, 2012.

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3

Grady, Sean M. Virtual reality: Computers mimic the physical world. New York, NY: Facts on File, 1998.

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4

Weiss, 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.

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5

Ralph, Schroeder, ed. The social life of Avatars: Presence and interaction in shared virtual environments. London: Springer, 2002.

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6

Immersive multimodal interactive presence. London: Springer, 2012.

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7

Lisle, Curtis. Physical modeling for interaction in real-time simulation. Orlando, FL: Institute for Simulation and Training, University of Central Florida, 1996.

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8

Schroeder, Ralph. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer London, 2002.

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9

vom 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.

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10

M, Go Frank, ed. Place branding: Glocal, virtual and physical identities, constructed, imagined and experienced. Basingstoke: Palgrave Macmillan, 2009.

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11

V, Ernst Jeremy, ed. Virtual and physical modeling for engineering design: A student activity manual. Clifton Park, N.Y: Delmar Cengage Learning, 2010.

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12

Murphy, Jill, and Laura Rascaroli, eds. Theorizing Film Through Contemporary Art. NL Amsterdam: Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789462989467.

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As the cinematic experience becomes subsumed into today's ubiquitous technologies of seeing, contemporary artworks lift the cinematic out of the immateriality of the film screen and separate it into its physical components within the gallery space. How to read these reformulations of the cinematic medium - and their critique of what it is and has been? In Theorizing Cinema Through Contemporary Art: Expanding Cinema, leading film theorists consider artworks that incorporate, restage, and re-present cinema's configuration of the key categories of space, experience, presence/absence, production and consumption, technology, myth, perception, event, and temporality, so interrogating the creation, appraisal, and evolution of film theory as channeled through contemporary art. This book takes film theory as a blueprint for the moving image, and juxtaposes it with artworks that render cinema as a material object. In the process, it unfolds a complex relationship between a theory and a practice that have commonly been seen as virtually incompatible, renewing our understanding of each and, more to the point, their interactions.
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13

1947-, Bookstein Fred L., ed. Virtual anthropology: A guide to a new interdisciplinary field. New York: Springer, 2011.

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14

Physical and virtual learning spaces in higher education: Concepts for the modern learning environment. Hershey, PA: Information Science Reference, 2012.

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15

Ricks, Tarrence I. The effects of peer presence on performance of the physical fitness test by educable mentally retarded pre-adolescent males. Eugene: Microform Publications, College of Human Development and Performance, University of Oregon, 1987.

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16

Ng, Jenna. The Post-Screen Through Virtual Reality, Holograms and Light Projections. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463723541.

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Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen.
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17

ACADIA (Conference) (2002 California State Polytechnic University). Thresholds: Design, research, education, and practice, in the space between the physical and the virtual : proceedings of the 2002 Annual Conference of the Association for Computer-Aided Design in Architecture, October 24-27, 2002, Department of Architecture, College of Environmental Design, California State Polytechnic University, Pomona. Edited by Proctor George and Association for Computer-Aided Design in Architecture. [Ithaca, N.Y.]: Association for Computer-Aided Design in Architecture, 2002.

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18

Waterworth, J., and G. Riva. Feeling Present in the Physical World and in Computer-Mediated Environments. Palgrave Pivot, 2014.

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19

Feeling Present in the Physical World and in Computer-Mediated Environments. Palgrave Pivot, 2014.

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20

Yong, Jose C., Norman P. Li, Katherine A. Valentine, and April R. Smith. Female Virtual Intrasexual Competition and Its Consequences. Edited by Maryanne L. Fisher. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.38.

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Intrasexual competition is a key component of sexual selection. Evolutionarily, women compete for access to and retention of mates on key dimensions that men have evolved to value and prioritize in their long- and short-term mates, in particular physical attractiveness. Such competition evolved to be adaptive in ancestral environments as the perceived competition consisted of real individuals. However, underlying psychological mechanisms for competition are excessively triggered and more continuously engaged in modern environments, because these psychological mechanisms for social comparison and competition, at a deep level, do not differentiate between real people and imagined intrasexual competition in the form of mass media images. Utilizing an evolutionary mismatch framework, this chapter explores ways that women are psychologically influenced by the pervasive presence of virtual same-sex competitors for mates. Various negative psychological states in modern societies (e.g., depression, eating disorders) may be linked to virtual intrasexual competition.
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21

MacDonald, Mandi. Imagined and Occasional Co-Presence in Open Adoption. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265076.003.0008.

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Notions of blood ties predominate in Western understandings of kinship, and parenthood is understood to be founded on biogenetic connection. Adoptive kinship is at odds with and indeed challenges these claims. After adoption, the positions of both birth (or original) and adoptive parents are somewhat ambiguous. These workings are even more complicated when adoption is contested, involuntary, or within the context of institutional care, and questions of parental status and entitlement are accentuated. This chapter explores the respective positions of adoptive and birth parents relative to the child as well as to one another in open adoption; it identifies how adopters achieve, delimit, and mediate imagined and physical co-presence between their child and their child’s birth parent, and considers the emergence of virtual co-presence via online social media. Qualitative research with adoptive parents to chart the family practices through which they configure birth parents as kin are also presented.
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22

Sanders, Donald H. Virtual Reconstruction of Maritime Sites and Artifacts. Edited by Ben Ford, Donny L. Hamilton, and Alexis Catsambis. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780199336005.013.0014.

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The integration of virtual reality into archaeological research began in the early 1990s. The use of computer-based methods in maritime archaeology is recent. Before exploring a real-time virtual, a 3D computer model is created from drawings, general sketches, raw dimensions, 3D scanned data, or photographs, or by using simple primitives and “drawing” on the computer. Virtual reality is a simulation of physical reality offering the viewer real-time movement through a true 3D space and interactivity with the objects, which can be further enhanced with 3D sound, lighting, and touch. This article presents case studies to show how virtual reality becomes valuable for the four components of archaeology: documentation, research/analysis/hypothesis testing, teaching, and publication. As digital technologies advance, so too will the opportunities to explore underwater sites in ways that will continue to enhance our abilities to understand and teach maritime history.
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23

Wood, John. The Virtual Embodied: Presence/Practice/Technology. Routledge, 1998.

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24

Wood, John. The Virtual Embodied: Presence/Practice/Technology. Routledge, 1998.

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25

United States. National Aeronautics and Space Administration., ed. Virtual presence: One step beyond reality. [Washington, D.C: National Aeronautics and Space Administration, 1997.

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26

United States. National Aeronautics and Space Administration., ed. Virtual presence: One step beyond reality. [Washington, D.C: National Aeronautics and Space Administration, 1997.

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27

1945-, Wood John, ed. The virtual embodied: Presence/practice/technology. London: Routledge, 1998.

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28

Kappelman, John. Virtual Laboratories for Physical Anthropology. 3rd ed. Wadsworth Pub Co, 2002.

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29

Kappelman, John. Virtual Laboratories for Physical Anthropology. 2nd ed. Wadsworth Pub Co, 2001.

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30

Kellerman, Aharon. Daily Spatial Mobilities: Physical and Virtual. Taylor & Francis Group, 2016.

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31

Kappelman, John. Virtual Laboratories for Introductory Physical Anthropology. 2nd ed. Wadsworth Pub Co, 1999.

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32

Philippe, Carrard, Eidgenössische Technische Hochschule Zürich, and Society for Gestalt Theory and its Applications., eds. ETH World: Conceptual competition : virtual and physical presence : exhibition from the 13th to the 18th of November 2000 in the main building of the ETH Zurich ; from the 25th of January until the 29th of March 2001 in the "Architekturfoyer" at the ETH Hönggerberg in Zürich]. Zürich: GTA, Institut für Geschichte und Theorie der Architektur, 2001.

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33

DeBlij. Physical Geography Hazards + Encarta Virtual Globe Set. John Wiley & Sons Inc, 1998.

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34

Onesti, Larry, and Jeremy Dunning. Virtual Fieldtrips for Physical Geography (standalone version). Prentice Hall College Div, 1999.

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35

Physical Geography and Virtual Fieldtrip CD Package. 6th ed. Prentice Hall, 2000.

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36

Virtual Reality for Physical and Motor Rehabilitation. Springer, 2014.

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37

Levin, Mindy F., Patrice L. (Tamar) Weiss, and Emily A. Keshner. Virtual Reality for Physical and Motor Rehabilitation. Springer, 2016.

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38

Bartolo, Paulo Jorge, ed. Innovative Developments in Virtual and Physical Prototyping. CRC Press, 2011. http://dx.doi.org/10.1201/b11341.

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39

Brey, Philip. The Physical and Social Reality of Virtual Worlds. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199826162.013.029.

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40

Gutiérrez-Maldonado, José, Marta Ferrer-García, Antonios Dakanalis, and Giuseppe Riva. Virtual Reality. Edited by W. Stewart Agras and Athena Robinson. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190620998.013.26.

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In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.
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41

Paradox of Internet Groups: Alone in the Presence of Virtual Others. Taylor & Francis Group, 2014.

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42

Reduce's Ship's Crew-By Virtual Presence (RSVP) Advanced Technology Demonstration (ATD). Storming Media, 2003.

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43

Peer, Angelika, and Christos D. Giachritsis. Immersive Multimodal Interactive Presence. Springer, 2012.

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44

G, Riva, Davide F, and IJsselsteijn W. A, eds. Being there: Concepts, effects and measurements of user presence in synthetic environments. Amsterdam: IOS Press, 2003.

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45

Christopherson, Robert W. Geosystems: An Introduction to Physical Geography: Virtual Field Trip Upgrade. Prentice Hall, 2002.

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46

Christopherson, Robert W. Geosystems: An Introduction to Physical Geography: Virtual Field Trip Upgrade. 5th ed. Prentice Hall, 2002.

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47

McKnight, Tom L., and Darrel Hess. Physical Geography: A Landscape Appreciation : Virtual Field Trip Edition. 6th ed. Prentice Hall College Div, 2000.

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48

McKnight, Tom L. Physical Geography: A Landscape Appreciation : Virtual Field Trip Edition. 6th ed. Prentice Hall College Div, 2000.

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49

McKnight, Tom L. Physical Geography: A Landscape Appreciation : Virtual Field Trip Edition. 7th ed. Prentice Hall College Div, 2001.

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50

Schlapbach, Karin. (Perceived) Authenticity and the Physical Presence of the Performer. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198807728.003.0005.

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In this chapter, ‘authenticity’ refers to situations where the actions and emotions represented by a pantomime seemingly or truly merge with reality. The chapter examines the dance scene that concludes Xenophon’s Symposium, which is widely recognized as a proto-pantomime. In this dance the myth that is represented is progressively eclipsed from the horizon of the spectators, who end up focusing on the dancers themselves. The episode is situated in the context of the so-called New Music, which emerged around the dramatic date of the Symposium. A fragment from Aristoxenus transmitted by Athenaeus suggests that Xenophon’s dance scene became emblematic of a certain type of mousikē. The rest of the chapter is dedicated to the characteristic lifelikeness of pantomimes in a number of Greek and Latin epigrams.
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