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1

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.

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This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience wheninteracting with designed artifacts in specific locations, which is echoedthough the target audience who voice the need to prototype design conceptsin the context of place. The study culminates in two kinds of virtual realityprototypes, dubbed contextual prototypes, that are suggested to havedifferent use cases depending on what the purpose for prototyping is.
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2

Karlgren, 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.

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This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further.
Den 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.
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3

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.

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Robots and virtual agents grow rapidly in behavioural sophistication and complexity. They become better learners and teachers, cooperators and communicators, workers and companions. These artefacts – whose behaviours are not always readily understood by human intuition nor comprehensibly explained in terms of mechanism – will have to interact socially. Moving beyond artificial rational systems to artificial social systems means having to engage with fundamental questions about agenthood, sociality, intelligence, and the relationship between mind and body. It also means having to revise our theories about these things in the course of continuously assessing the social sufficiency of existing artificial social agents. The present thesis presents an empirical study investigating the social influence of physical versus virtual embodiment on people's decisions in the context of a bargaining task. The results indicate that agent embodiment did not affect the social influence of the agent or the extent to which it was perceived as a social actor. However, participants' perception of the agent as a social actor did influence their decisions. This suggests that experimental results from studies comparing different robot embodiments should not be over-generalised beyond the particular task domain in which the studied interactions took place.
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4

Andersson, 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.

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The Covid-19 pandemic is changing the international business environment. This global event has forced the world into an unbalance, which influences how Swedish SMEs interpret their international operations. Through the international fluctuations, the digitalization has come to partake as an important factor in order to enable the possibility of maintaining an international presence. Therefore, the aim of this thesis is to explore how the Covid-19 pandemic influences the digitalization within Swedish SMEs international operations.        In order to provide a sustainable foundation of the subject, this research have utilized the qualitative strategy. Collecting the data through semi-structured interviews enables a vast set of data, which have been comprehended in relation to chapter 2 Literature review. Through analyzing all gathered data, the outcome of the research illustrates how the pandemic influences the digitalization as well as firms’ international operations. Finally, the thesis conclude that the Covid-19 pandemic accelerates the digitalization within firms, which further influences how firms maintain an international presence. Conclusively, it is contemplated that the Covid-19 pandemic further creates what the authors call “The New Normal”.
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5

Blair, 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.

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The goal of this study was to examine the professional development experiences of two participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. The focuses of the study were how did special educators engage with the task of creating standards-based IEP goals using TeacherSim and how did TeacherSim support or hinder this? This research used a descriptive case study selecting two participants from the larger data set of seven participants. The data was analyzed using qualitative coding which compared the observed experiences with the case propositions. This case study demonstrated that special education professionals can work at a distance to learn the process of creating standards-based IEP goals while using the technology of a virtual world. Similarly, the use of virtual world technology appeared to facilitate feelings of physical and social presence, which aided in online collaborative activities.
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6

Casaneuva, Juan S. "Presence and co-presence in collaborative virtual environments." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/6383.

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Bibliography: leaves 165-171.
Presence 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.
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7

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.

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One of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This dissertation investigates the theoretical components of holistic experiences in virtual environments. In order to explore the relationship between experiential design and presence, a new evaluation tool was needed. This ultimately led to the development of the Virtual Experience Test. To validate the Virtual Experience Test, an experiment was designed that utilized subjective evaluations regarding game-play in the commercial game Mirror’s Edge. Measures of experiential design, flow, and presence were taken and the relationships between the measures analyzed. The results of this research showed that environments utilizing holistic designs result in significantly higher presence. Furthermore, this study produced a validated measure of holistic experience that designers could use to evaluate their virtual environments.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Modeling and Simulation PhD
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8

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.

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The subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined the relationship between various personality variables and presence, along with physiological correlates of presence when engaged in a virtual environment. The Presence Questionnaire, to determine their experience of presence, and a small battery of personality-related questionnaires were administered to 70 young adults who participated in 3 different virtual reality scenarios. Participants' physiological responses were recorded in the form of heart rate, galvanic skin levels, and galvanic skin responses were assessed as were urges to drink (craving). Data analysis showed that expectations, levels of craving, and drinking history played a significant role in the experience of presence.
B.S.
Bachelors
Sciences
Psychology
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9

Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

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10

Childs, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.

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This thesis explores participants' experiences of presence in virtual worlds as a specific case of mediated environments, and the factors that support that experience of presence, with the aim of developing practice when using these technologies in learning and teaching. The thesis begins with a framework that was created to bring together concepts from a range of disciplines that describe presence and factors that contribute to presence. Organising categories within the framework were drawn from a blend of Activity Theory and Communities of Practice. Five case studies in Second Life (preceded by a pilot study employing webconferencing) were conducted in order to investigate learners' experiences in these environments. Qualitative and quantitative data were gathered from these cases. The data from the separate cases were analysed using a cross-case synthesis and the role of presence, and the factors that support it, were identified. An additional strand of investigation established a typology of different forms of resistance by students to learning in virtual worlds. The findings of the study were that an experience of presence is strongly linked to students' satisfaction with the learning activity. This experience of presence was more linked to students' preparedness or ability to engage with the environment than with technological limitations. Some students' resistance to learning in virtual worlds were informed by values they held about technology, but others appeared to display an inability to experience embodiment through their avatar. The experience of presence appeared to develop over time. This can be interpreted as stages in students' development of a virtual body image, body schema and virtual identity. Different learning activities are more appropriate to different stages in this development. The thesis concludes with a suggested model for supporting students' development of presence. The implications of these findings for educators and for further research are discussed.
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11

Maletkovic, Maja. "Cultural institutions: Digital Interfaces and Virtual Presence." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-744.

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This essay deals with the relationship of cultural institutions and the digital age. With the COVID-19 crises serving as a backdrop to this research paper, the not-often-questioned ideas on what cultural institutions are are reassessed. With the backbone of cultural life being presented by the almost fifty percent of cultural workers who are self – employed, we first address a more accurate definition of what a cultural institution is, judging by the state of the industry. Following this, a clear and novel differentiation between digital interfaces and virtual presence that is possible in the realm of culture is made.These terms are coined in this paper due to the need to make these two both important and valid strategies more understandable. Making these distinctions clear in practice, numerous opportunities in the digital realm for cultural institutions are presented.
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12

Nunez, David. "A connectionist explanation of presence in virtual environments." Thesis, University of Cape Town, 2003. http://pubs.cs.uct.ac.za/archive/00000109/.

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Presence has various definitions, but can be understood as the sensation that a virtual environment is a real place, that the user is actually in the virtual environment rather than at the display terminal, or that the medium used to display the environment has disappeared leaving only the environment itself. We present an attempt to unite various presence approaches by reducing each to what we believe is a common basis – the psychology of behaviour selection and control – and re-conceptualizing presence in these terms by defining cognitive presence – the mental state where the VE rather than the real environment is acting as the basis for behaviour selection. The bulk of this work represents the construction of a three-layer connectionist model to explain and predict this concept of cognitive presence. This model takes input from two major sources: the perceptual modalities of the user (bottom-up processes), and the mental state of the user (top-down processes). These two basic sources of input competitively spread activation to a central layer which competitively determines which behaviour script will be applied to regulate behaviour. We demonstrate the ability of the model to cope with current notions of presence by using it to successfully predict two published findings: one (Hendrix & Barfield, 1995) showing that presence increases with an increase in the geometric field of view of the graphical display, and another (Sallnas, 1999), which demonstrates the positive relationship between presence and the stimulation of more than one sensory modality. Apart from this theoretical analysis, we also perform two experiments to test the central tenets of our model. The first experiment aimed to show that presence is affected by both perceptual inputs (bottom-up processes), conceptual inputs (top-down processes), and the interaction of these. We collected 103 observations from a 2x2 factorial design with stimulus quality (2 levels) and conceptual priming (2 levels) as independent variables, and as dependent variable we used three measures of presence (Slater, Usoh & Steed’s scale (1995), Witmer & Singer’s (1998) Presence Questionnaire and our own cognitive presence measure) for the dependent variable. We found a significant main effect for stimulus quality and a significant interaction, which created a striking effect: priming the subject with material related in theme to the content of the VE increased the mean presence score for those viewing the high quality display, but decreased the mean of those viewing the low quality display. For those not primed with material related to the VE, no mean presence difference was discernible between those using high and low quality displays. The results from this study suggest that both top-down and bottom-up activation should be taken into account when explaining the causality of presence. Our second study aimed to show that presence comes about as a result not of raw sensory information, but rather due to partly-processed perceptual information. To do this we created a simple three group comparative design, with 78 observations. Each one of the three groups viewed the same VE under three display conditions: high-quality graphical, low-quality graphical, and text-only. Using the model, we predicted that the text and low-quality graphics displays would produce the same presence levels, while the high-quality display would outperform them both. The results were mixed, with the Slater, Usoh & Steed scale showing the predicted pattern, but the Presence Questionnaire showing each condition producing a significantly different presence score (in the increasing order: text, low-quality graphics, high-quality graphics). We conclude from our studies that the model shows the correct basic structure, but that it requires some refinement with regards to its dealings with non-immersive displays. We examined the performance our presence measure, which was found to not perform satisfactorily. We conclude by proposing some points relevant to the methodology of presence research, and by suggesting some avenues for future expansion of our model.
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Sallnäs, Eva-Lotta. "The effect of modality on social presence, presence and performance in collaborative virtual environments." Doctoral thesis, KTH, Numerisk analys och datalogi, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3717.

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Humans rely on all their senses when interacting with others in order to communicate and collaborate efficiently. In mediated interaction the communication channel is more or less constrained, and humans have to cope with the fact that they cannot get all the information that they get in face-to-face interaction. The particular concern in this thesis is how humans are affected by different multimodal interfaces when they are collaborating with another person in a shared virtual environment. One aspect considered is how different modalities affect social presence, i.e. people’s ability to perceive the other person’s intentions and emotions. Another aspect investigated is how different modalities affect people’s notion of being present in a virtual environment that feels realistic and meaningful. Finally, this thesis attempts to understand how human behavior and efficiency in task performance are affected when using different modalities for collaboration. In the experiment presented in articles A and B, a shared virtual environment that provided touch feedback was used, making it possible to feel the shape, weight and softness of objects as well as collisions between objects and forces produced by another person. The effects of touch feedback on people’s task performance, perceived social presence, perceived presence and perceived task performance were investigated in tasks where people manipulated objects together. Voice communication was possible during the collaboration. Touch feedback improved task performance significantly, making it both faster and more precise. People reported significantly higher levels of presence and perceived performance, but no difference was found in the perceived social presence between the visual only condition and the condition with touch feedback. In article C an experiment is presented, where people performed a decision making task in a collaborative virtual environment (CVE) using avatar representations. They communicated either by text-chat, a telephone connection or a video conference system when collaborating in the CVE. Both perceived social presence and perceived presence were significantly lower in the CVE text-chat condition than in the CVE telephone and CVE video conference conditions. The number of words and the tempo in the dialogue as well as the task completion time differed significantly for persons that collaborated using CVE text-chat compared to those that used a telephone or a video conference in the CVE. The tempo in the dialogue was also found to be significantly higher when people communicated using a telephone compared to a video conference system in CVEs. In a follow-up experiment people performed the same task using a website instead, with no avatar but with the same information content as before. Subjects communicated either by telephone or a video conference iv system. Results from the follow-up experiment showed that people that used a telephone completed tasks significantly faster than those that used a video conference system, and that the tempo in the dialogue was significantly higher in the web environments than in the CVEs. Handing over objects is a common event during collaboration in face-to face interaction. In the experiment presented in article D and E, the effects of providing touch feedback was investigated in a shared virtual environment in which subjects passed a series of cubic objects to each other and tapped them at target areas. Subjects could not communicate verbally during the experiment. The framework of Fitts’ law was applied and it was hypothesized that object hand off constituted a collaboratively performed Fitts’ law task, with target distance to target size ratio as a fundamental performance determinant. Results showed that task completion time indeed linearly increased with Fitts’ index of difficulty, both with and without touch feedback. The error rate was significantly lower in the condition with touch feedback than in the condition with only visual feedback. It was also found that touch feedback significantly increased people’s perceived presence, social presence and perceived performance in the virtual environment. The results presented in article A and E analyzed together, suggest that when voice communication is provided the effect of touch feedback on social presence might be overshadowed. However, when verbal communication is not possible, touch proves to be important for social presence.
QC 20100630
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14

Peters, Kevin Christopher. "TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.

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This thesis involves the creation of a system of embedded touchscreen devices called touchSPICE to aid in the learning of basic circuits. Traditionally, circuit theory is taught to students in two different methods, lectures and laboratory exercises. Lectures focus on auditory and visual learning and are largely passive learning. Lab experiments allow students to physically interact with the circuits, and learn visually through viewing output waveforms from simulators or on measurement devices. The goal of the touchSPICE project is to develop a physical system for virtual, real-time SPICE simulation that mimics the laboratory experience. In touchSPICE, touchscreen devices act as circuit nodes that communicate with immediate neighbors using physical wires. Additionally, the nodes communicate wirelessly with a host computer, running a customized version of SPICE. Data is aggregated on the host computer and plotted in real-time. Changes in configuration of the nodes (component types and values), are then reflected on the host computer’s display. The efficacy of touchSPICE as a learning tool was evaluated by using anonymous surveys from 20 subjects including a pretest, followed by an interactive session with touchSPICE, and a follow-up posttest. Results collected showed that with a few changes to improve the responsiveness of the touchscreen, touchSPICE may be an effective method for teaching circuit theory. Additionally, users enjoyed the quick configuration time that touchSPICE provided, and felt that the real-time feedback of touchSPICE helped support understanding of how circuits operate.
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Nunez, David. "A Capacity Limited, Cognitive Constructionist Model of Virtual Presence." Thesis, University of Cape Town, 2007. http://pubs.cs.uct.ac.za/archive/00000454/.

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The Capacity Limited, Cognitive Constructionist (CLCC) model of presence is proposed as an information processing model of presence, which is demonstrated to have more theoretical power than extant models. The CLCC model defines information processing paths between attention, working memory, declarative memory and procedural memory, which operate to create and maintain a semantic context or bias. Bottom-up information entering the sensory cortices is filtered by attention into working memory where it forms temporary structures encoding the subject’s experience of the VE. These structures also receive top-down information, which arises in declarative memory. This interaction of top-down and bottom-up data gives the entire model a semantic bias which attempts to keep the subject’s construction of the environment semantically coherent. This allows for inferences and decision making, which translates into high presence. A semantically incoherent construction, or one which does not have enough working memory capacity allocated to it will result in poorer inferences about the environment, and reduced presence. If, as the CLCC model contends, presence involves information processing rather than simple perception, then one would expect to see working memory interference effects and semantic content effects in presence. Six studies were conducted to test these conjectures and validate the CLCC model. Studies 1 – 3 examined the role of working memory and attention on presence (the bottom half of the model), while Studies 4 – 6 examined semantic content and processing effects on presence (the top half of the model). Study 1 manipulated working memory (WM) load during VE exploration. The CLCC prediction was that WM load would interfere with presence. Data from 177 subjects showed smaller effects than predicted: No WM effects on spatial presence, lower naturalness under spatial WM load, and lower engagement under verbal WM load. This suggests that spatial presence makes no use of WM, and that engagement and naturalness make limited use of it. While engagement seems to make use of semantic processing as predicted, naturalness seems to use spatial processing. Study 2 examined WM use by media decoders by repeating Study 1 with a text-based VE. Data from 114 subjects shows no WM effects exist on any of the four ITC-SOPI factors. This supports Study 1’s finding that spatial presence does not use WM, but 3 contradicts results engagement and naturalness. Study 3 examined the relative contribution of attention and WM. 46 subjects viewed VE walkthroughs in three conditions: Viewing one walkthrough only (baseline), viewing two walkthroughs simultaneously (WM load condition), or viewing one walkthrough and a jumbled video simultaneously (attention load condition). The CLCC model predicted the WM load condition would interfere with presence the most, followed by the attention load condition, followed by the baseline. No difference was found across conditions, although naturalness and engagement predicted task performance, indicating that spatial presence is distinct from these factors, in agreement with the findings of Study 1 and 2. Study 4 was a survey of semantic and processing effects on presence. Data from 101 computer gamers indicate that it is how often gamers play presence games (and not how many years they have been playing) that predicts how important they consider presence to their gaming experience. This suggests a moderate term activation effect rather than a long term learning effect. Furthermore, gamers with a high thematic inertia rate presence as important to gaming, indicating a processing effect. Finally, gamers who are capable of integrating non-diegetic music into their experiences rate presence as more important, which supports the CLCC notion that information processing of both semantic and perceptual information is important to presence. Study 5 followed up Study 4 by focusing on one specific content area. 461 flight simulation gamers completed the survey. Findings largely agree with those of Study 4, and strongly support the CLCC model prediction that highly specific expectations of content will reduce presence, while generalized expectations will increase it. Thematic inertia and priming were are also positively associated with presence, as predicted by the CLCC model. Study 6 manipulated non-diegetic information (background music) and semantic priming to test semantic processing in presence. The CLCC model predicted that all VE related information (semantic or perceptual) contributes to presence, particularly engagement and naturalness. 181 subjects were primed with materials semantically relevant or irrelevant to VE content, and then experienced the VE with no background music (baseline), music which semantically fit the VE, or VE music which was not a semantic fit. Priming did not influence presence as predicted, but non-diegetic music which fit the VE increased naturalness as predicted. The no-fit music produced the same presence scores as the baseline 4 condition, indicating that it was filtered out by attention, as predicted by the CLCC model. Overall, the CLCC model and data show that content effects occur in presence, and how these are mediated by declarative memory. It also shows that presence is a complex multi-level processing phenomenon. Spatial presence is at a cognitively low level, relying on perceptual (bottom-up) information, while engagement and naturalness are heavily dependent on conceptual (top-down) information, operating as a set of expectation-content comparisons which, when met by the content, lead to enhanced presence. These high and low cognitive forms of presence are largely independent, but do share some semantic effects, likely due to a reliance on common underlying cognitive processes such as priming and thematic inertia. The top half of the CLCC model (which encodes semantic meaning and explains content effects) is better supported that the bottom half (which predicted interference and attention effects). This finding is highly unexpected, as the literature on almost all extant models predicts an important role for attention in presence. From the data however, one must conclude that spatial presence makes no use of working memory, while cognitive higher forms of presence make use of limited amounts of working memory.
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Franceschi-Diaz, Katherine G. "Group presence in virtual worlds : supporting collaborative e-learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3523.

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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world’s technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.
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Franceschi-Diaz, Katherina G. "Group Presence In Virtual Worlds: Supporting Collaborative e-Learning." FIU Digital Commons, 2008. http://digitalcommons.fiu.edu/etd/3504.

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Snow, Michael P. "Charting Presence in Virtual Environments and its Effects on Performance." Diss., Virginia Tech, 1998. http://hdl.handle.net/10919/30329.

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Virtual reality (VR) involves an attempt to create an illusion that the user of the VR system is actually present in a synthetic (usually computer-generated) environment. Little is known about how various system parameters affect the illusion of presence in a virtual environment (VE). In particular, there seem to be very little quantitative data on which to base VR system design decisions. Also, while presence (or immersion) in VEs is a primary goal of VR, not much is known about how this variable affects task performance. The goal of this research was to provide a ratio-scale measure of perceived presence in a VE, to explore the effects of a number of environmental parameters on this measure and construct empirical models of these effects, and to relate perceived presence to user performance. This was done by manipulating eleven independent variables in a series of three experiments. The independent variables manipulated were scene update rate, visual display resolution, field of view, sound, textures, head-tracking, stereopsis, virtual personal risk, number of possible interactions, presence of a second user, and environmental detail. Participants performed a set of five tasks in the VE and rated perceived presence at the end of each set using the technique of free-modulus magnitude estimation. The amount of time spent in the VE was also recorded. The results indicate that the VR system parameters manipulated and analyzed in this research did affect participants' subjective feeling of presence in the VE. Field of view, sound, and head-tracking showed the largest effects. Other significant effects found were those of visual display resolution, texture-mapping, stereopsis, and the presence of a second user. Free-modulus magnitude estimation worked well as a measure of perceived presence. A positive relationship was found between perceived presence and task performance, but this relationship was relatively weak. Second-order empirical models were constructed that predicted perceived presence with moderate success and, with less success, task performance.
Ph. D.
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19

Arapan, Sergiu. "Understanding Physical Reality via Virtual Experiments." Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.

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In this thesis I have studied some problems of condensed matter at high pressures and temperatures by means of numerical simulations based on Density Functional Theory (DFT). The stability of MgCO3 and CaCO3 carbonates at the Earth's mantle conditions may play an important role in the global carbon cycle through the subduction of the oceanic crust. By performing ab initio electronic structure calculations, we observed a new high-pressure phase transition within the Pmcn structure of CaCO3. This transformation is characterized by the change of the sp-hybridization state of carbon atom and indicates a change to a new crystal-chemical regime. By performing ab initio Molecular Dynamics simulations we show the new phase to be stable at 250 GPa and 1000K. Thus, the formation of sp3 hybridized bonds in carbonates can explain the stability of MaCO3 and CaCO3 at pressures corresponding to the Earth's lower mantle conditions. We have also calculated phase transition sequence in CaCO3, SrCO3 and BaCO3, and have found that, despite the fact that these carbonates are isostructural and undergo the same type of aragonite to post-aragonite transition, their phase transformation sequences are different at high pressures. The continuous improvement of the high-pressure technique led to the discovery of new composite structures at high pressures and complex phases of many elements in the periodic table have been determined as composite host-guest incommensurate structures. We propose a procedure to accurately describe the structural parameters of an incommensurate phase using ab initio methods by approximating it with a set of analogous commensurate supercells and exploiting the fact that the total energy of the system is a function of structural parameters. By applying this method to the Sc-II phase, we have determined the incommensurate ratio, lattice parameters and Wyckoff positions of Sc-II in excellent agreement with the available experimental data. Moreover, we predict the occurrence of an incommensurate high-pressure phase in Ca from first-principle calculations within this approach. The implementation of DFT in modern electronic structure calculation methods proved to be very successful in predicting the physical properties of a solid at low temperature. One can rigorously describe the thermodynamics of a crystal via the collective excitation of the ionic lattice, and the ab initio calculations give an accurate phonon spectra in the quasi-harmonic approximation. Recently an elegant method to calculate phonon spectra at finite temperature in a self-consistent way by using first principles methods has been developed. Within the framework of self-consistent ab initio lattice dynamics approach (SCAILD) it is possible to reproduce the observed stable phonon spectra of high-temperature bcc phase of Ti, Zr and Hf with a good accuracy. We show that this method gives also a good description of the thermodynamics of hcp and bcc phases of Ti, Zr and Hf at high temperatures, and we provide a procedure for the correct estimation of the hcp to bcc phase transition temperature.
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Liu, Bingjian. "Integration of physical and virtual prototyping." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9080.

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Description: This research was concerned with the integration of physical and virtual prototyping to support user evaluation in the product design process. The research background, research aim and research objectives which give the overall guide to this research are introduced first. The top-level aim of the research was to explore the ways that physical and virtual prototypes can be simultaneously combined to support industrial designers in testing and modifying their designs. A comprehensive literature review was undertaken into the topics of product design and development, the role of physical and virtual prototype/prototyping and related prototyping integration technologies. A questionnaire survey regarding the applications of prototypes is then presented. The knowledge gained from these was used to define the needs of real time integration of physical and virtual prototyping. A method to quickly transfer the changes in a physical prototype to a virtual prototype has been proposed and developed into an integration system known as the Loughborough University Prototyping Integration System (LUPIS). The feasibility and potential benefits of this system were tested through several user trials. The generic implementation of LUPIS is then discussed and an example of the configuration of this system for a motorcycle is presented. Finally, conclusions about the outcome of the research and suggestions for future work are provided. The main conclusions drawn from the research were: Real time integration of physical and virtual prototypes/prototyping is an efficient way of helping product design activities, especially in the product evaluation process. LUPIS has presented a new approach to achieve the real time integration. However, more advanced technologies are needed to develop this system and make it more sophisticated. The main contributions of this research include: i) a deeper understanding of the applications of physical and virtual prototyping (obtained through literature review and questionnaire survey), ii) the needs of real time integration of physical and virtual prototyping has been defined; iii) a wide range of technologies related to prototyping integration have been investigated and analysed, and their limitations are identified; iv) The Loughborough University Prototyping Integration System has been developed and a generic implementation method has been also proposed.
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Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

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22

Rundquist, Björn, and Johan Joensen. "Medierade Verkligheter : Verklighetsuppfattningen i Virtual Reality." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12649.

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Centralt inom Virtual Reality är upplevelsen att det digitala uppfattas som verkligt. Men varför känns just den här upplevelsen verklig? Genom att undersöka flera olika perspektiv på Virtual Reality, verklighet och nedbrytningar av begrepp inom tidigare Virtual Reality-forskning sökte vi att se hur denna verklighetskänsla uppstod, och kunde användas, inom Virtual Reality-spel. Genom ett gestaltningsarbete som fokuserade på olika typer av scener och kontrollsystem strävade vi mot att föra en diskussion om de olika teoriernas praktiska applikation.
Central to Virtual Reality is the experience of the digital as the real. But from where does this experience stem? By investigating several different perspectives on Virtual Reality, reality and deconstructions of concepts in previous Virtual Reality-science we’ve looked into the creation of this sensation of reality in Virtual Reality-games. Through a practical project, focusing on different types of scenes and control schemes, we then sought to create a discussion focusing on the practical application of the differing theories.
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Ahluwalia, Kyle. "Projecting Presence: Creating an "Effet de Présence" for Virtual Characters." Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30454.

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Given the expansion of multimedia technology and proliferation of moving projections on the theatre stage in the 21st century, this thesis examines how a virtual or projected character can appear to be present without a physical body on the stage. This study is grounded in the theories of effet de présence (effect of presence) as elaborated by Josette Féral, but also uses other theories to look at how productions can create such an effect for virtual characters. Specifically, this thesis examines the character’s relationship with the real, framing devices and actions of the characters. The specific examples of Rwanda 94 (Groupov), La Belle et la Bête (4D Art) and Les Aveugles (UBU CC) are used as case studies in order to focus on these techniques. Partant de l’intégration des nouvelles technologies et la prolifération des projections vidéo au sein des scènes théâtrales du 21e siècle, cette thèse examine les techniques par lesquel les personnages projeté peut sembler présent en l’absence d’un corps physique visible. Cette réflexion est basée sur l’effet de présence, concept élaboré par Josette Féral, ainsi que d’autres théories et examine comment un effet de présence est constitué pour ces personnages virtuels en considérant leur relation au réel (mimesis), les dispositifs de cadrage dans lesquels ils s’inscrivent de même que leurs actions. Cette analyse sera menée à porter de avec trois étudies de cas : Rwanda 94 (Groupov), La Belle et la Bête (4D Art) et Les Aveugles (UBU CC).
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Huthmann, Andre. "PRESENCE-DEPENDENT PERFORMANCE DIFFERENCES BETWEEN VIRTUAL SIMULATIONS AND MINIATURE WORLDS." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4227.

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The purpose of simulation is to avoid reality-based constraints by the implemen-tation of a synthetic model. Based on this advantage, interactive simulations have conquered all areas of applications from acquisition, and training, to research. Simulation results are transferred in many ways into reality and conclusions are drawn from the simulation to the application. Many anecdotal observations on human-in-the-loop simulations have shown a significant difference in actor behavior between simulations and reality-based applications. It seems that the factors that makes simulation so attractive, namely the absence of constraints and especially of imminent danger for persons and equipment, influence the behavior and thereby the performance of the user. These differences between simulation and reality may lead to false conclusions based on simulation results. The concept of perceiving a simulation as real and of being in the simulation is called sense of presence. This psychological construct can also be described as level of disbelief towards the simulation. Hence, differences in behavior are based on such users assessment of a simulation and subsequently are supposed to be mediated by a difference in presence. This research established significant differences in presence and performance between a simulation and a miniature-world teleoperation task. Presence and performance changed in identical tasks due to the application type and the connected danger to the robot. Also, the results supported a negative relationship between presence and performance: presence increased in the miniature-world and affected performance so that performance decreased. The causal relationship of application type presence performance was established and demands the examination of simulation based results with respect to the perceived danger to equipment, before they are transferred into the real application.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
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25

Peterson, Anne Cordelia. "Reconsidering "Liveness":Interactivity and Presence in Hybrid Virtual Reality Theatre." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu159507997218491.

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26

Håkonsson, Jakob. "Haptic-Enhanced Presence in VR: Exploring the importance of haptic feedback in virtual environments to achieve presence." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22352.

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Through qualitative and exploratory research, this thesis project investigates how body stimulation from haptic feedback affects user’s feeling of presence in VR environments. It identifies that in current time,the development of haptic feedback in VR lags severely behind the advancements made in visual and auditory feedback, and that somecompanies disregard its importance. Simultaneously, new companies are emerging which focus entirely on haptics in VR. Since development is still an early stage, this thesis highlights now as a unique opportunity to explore the thoughts professionals have on the topic, as well as try to find out which exact haptics are important for feeling presence to serve as a guide to those developing such systems.Finally, to tackle this issue, it is imperative to understand certain theoretical concepts such as affordances and embodiment, and how they change in the world of VR. This understanding can contribute to Interaction Design knowledge.
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Heimonen, Magnus. "Virtual Musicality : Soundtrack enters VR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.

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Virtual Reality (VR) can potentially transport the user to another world. Outside of VR, musical soundtrack is usually placed outside of the scene, referred to as non-diegetic sound. In VR, this could potentially break immersion. Other ways to implement music have to be tested. A test was created consisting of three scenes with a wide selection of “listening modes”, or musical configurations. The listening modes ranged from non-diegetic stereo music via headphones to diegetic, played from speakers inside the VR spaces. 10 respondents played through the scenes in VR, experiencing every listening mode. Respondents then replied to a questionnaire gathering their thoughts on their experience. Results showed that immersion improved the more the experience corresponded to expectations from outside of VR. Non-diegetic listening modes were considered less immersive than diegetic listening modes. This study lays a basic foundation for further research on music in VR with initial guidelines for proper implementation.
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Knudsen, Claus Jørgen Schibsted. "Presence production." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3823.

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This investigation has been carried out at the RoyalInstitute of Technology (KTH) in Stockholm. The main goal hasbeen to investigate the factors determining the production of asense of presence and reality in video mediated communication.Presenceis in these studies defines as the subjectiveexperience of being together in one place when one isphysically situated in another. Presence is an emergentproperty; it has no physicality, but arises as a mentalsensation. Special attention has been paid to spatial factors,embodiment issues, and narrative elements related to theproduction of presence.

A context map has been used in order to model the semanticsof presence production and to visualize the relationshipsbetween the determining factors. The conclusions may besummarized as follows:

    Knowledge about physical and extended spaces and bodiesand of the shifting of attention between these is importantin presence production.

    Well planned design of physical and virtual spacesenhances the sense of presence.

    Coherent design and production of mediated embodiment canenhance the sense of presence.

    Conscious use of content characteristics, e.g., goodstorytelling, can enhance the sense of presence.

    Different communication modes need the support ofdifferent combinations of presence production factors.

    Even technically poorly mediated communication maysupport a sense of presence and reality if the storytellingis good.

    The human sensory environment should be supported by asense of non-mediation, technological transparency, on theplane of discourse.

    The results indicate that individual differencesinfluence the sense of presence and reality.

The perception of video mediated communication evolves aspeople become daily users. People seem to intuitively begin tointerpret new types of mediated cues, adding what is missing incomparison to a real time physical communicationexperience.

Keywords:Telepresence, presence, social presence,co-presence, concept modeling, virtual reality, person space,task space, narration, video mediated communication, videoconferencing.

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Olsberg, Hans, and Robert Perrakoski. "E-Commerce Strategy : Being Physical or Virtual?" Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6032.

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The developments of Electronic Commerce applications origins back to the early 1970s and were primarily used within the financial sector. As the potential of E-commerce was recognized its use also reached into other sectors. The trend according of intensively, in-creasing sales is persistent and areas such as music, books and tickets are predicted to have the largest increase. The purpose of this thesis is to investigate how traditional companies, as we call click-and-mortar corporations, perceive threats and opportunities of E-commerce. We will also investigate how pure internet firms, what we call Virtual corporations, view the same threats and opportunities of e-commerce. We will also try to find changes made by both of our research groups in different strategic directions. To obtain new data in the extremely fast changing e-commerce area, semi-structured quali-tative interviews with four respondents within a specific industry was conducted. What we can conclude after interviewing two click-and-mortar corporations and two vir-tual or “pure” internet corporations is that they take different strategic positions. Virtual 1 is closer to the market and Virtual 2, who is owned by a larger corporation, cannot act as fast but has a better financial support. Traditional 1’s position is closer to their core compe-tence such as more complex and tailor-made products and Traditional 2 seams to be more innovative and channel integrated. Regarding price differences, the theories states that online pricing is generally lower, which our empirical results confirm, with the anomaly of Traditional 1’s pricing. The theories also say that the price differences may cause conflicts for click-and-mortar corporations. These theories concurred with our empirical study where the interviewed click-and-mortar corporations did experience some channel con-flicts. Further neither of the traditional corporations considers competition from pure e-commerce as a major threat. The explanation given is due to different customer groups, more customized products and that competition is more about products, range and price. The pure e-commerce corporation does not consider traditional and click-and-mortar cor-porations as major threat. Competition comes more from the charter industry going online and also that competition is more about prices, product range and brand recognition. The Search Engine Optimization (SEO) and the use of price comparison pages are tools to meet competition. None of our four corporations has any plans on adding or reducing physical stores as opposed by the theories. The traditional corporations do feel competition or confusion between the sales channels and that it is important to communicate a deeper understanding of the positive synergy effects.

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Zakaib, Derek Andrew. "Continuum, linking the physical and the virtual." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0032/MQ47515.pdf.

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31

Chapman, Peter Michael. "Towards a physical model for virtual environments." Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.

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32

Fisher, Mario. "Performance benchmarking physical and virtual linux envrionments." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/10493.

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Includes bibliographical references.
Virtualisation is a method of partitioning one physical computer into multiple "virtual" computers, giving each the appearance and capabilities of running on its own dedicated hardware. Each virtual system functions as a full-fledged computer and can be independently shutdown and restarted. Xen is a form of paravirtualisation developed by the University of Cambridge Computer Laboratory and is available under both a free and commercial license. Performance results comparing Xen to native Linux as well as to other virtualisation tools such as VMWare and User Mode Linux were published in the paper "Xen and the Art of Virtualization" at the Symposium on Operating Systems Principles in October 2003 by Barham et al. (2003). Clark et al. (2004) performed a similar study and produced similar results. In this thesis, a similar performance analysis of Xen is undertaken and also extended to include the performance analysis of Open VZ, an alternative open source virtualisation technology. This study made explicit use of open-source software and commodity hardware.
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Arpak, Asli. "Physical And Virtual: Transformation Of The Architectural Model." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609663/index.pdf.

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Today the most prosperous interface of architectural design and representation has become the architectural model both in its digital and physical forms. There has been a shift in the design medium from the physical modeling processes to computer-aided design, by way of which the computational design methods have established a much more dynamic, complex, and continual design. In this process, the digital design model now accompanies the whole design as a single entity, contrary to conventional analog modeling techniques where design is compartmentalized into linear phases. By the embracement of computer-aided manufacturing (CAM) in company of computeraided design (CAD), physical modeling has gained another dimension in the interwoven relationship of the digital and physical. The aim of this study is to explore the novel conceptual and computational changes which mark the departure of this new mode of design from the old. There has always been a hierarchy of presence between the virtual space of representations and architecture&rsquo
s materiality. Within this context, the emphasis of the study is on the relationship between the virtuality of conception and modeling processes, and the materiality of construction, production and fabrication.
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Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

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Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

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36

Krishnan, Sherly Rishi, and Christopher Fisher. "A Virtual Spectacle." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-384232.

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Our goal was to create an enhanced spectator experience to better engage the rapidly growing audience for Esports, through the use of Virtual Reality (VR) technology. In this study, we delve into the ways in which VR can do this. To test this hypothesis, we created a VR spectator add-on for a game and gathered data using semi-structured interviews. The data from the interviews were then analyzed using thematic analysis. The results of our study show that VR provides more engagement through a combination of possible factors including proximity to the action, novelty of VR experiences and the harder controls in VR. The results also show that the terms "immersion" and "spatial presence" were quite possibly used interchangeably by the participants and also that there may not be a correlation between the terms "engagement" and "spatial presence". In conclusion, we believe that the increased sense of engagement through VR technology can be taken even further and has the potential to be something more than what traditional modes of spectating can offer.
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37

Sjölie, Daniel. "Human brains and virtual realities : Computer-generated presence in theory and practice." Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-68664.

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A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the development of such an understanding, as computer-generated presence is tightly related to how human brains work in virtual realities. In this thesis, presence is related both to theoretical discussions rooted in theories of human brain function, and to measurements of brain activity during realistic interaction. The practical implications of such results are further developed by considering potential applications. This includes the development and evaluation of a prototype application, motivated by presented principles. The theoretical conception of presence in this thesis relies on general principles of brain function, and describes presence as a general cognitive function, not specifically related to virtual realities. Virtual reality (VR) is an excellent technology for investigating and taking advantage of all aspects of presence, but a more general interpretation allows the same principles to be applied to a wide range of applications. Functional magnetic resonance imaging (fMRI) was used to study the working human brain in VR. Such data can inform and constrain further discussion about presence. Using two different experimental designs we have investigated both the effect of basic aspects of VR interaction, as well as the neural correlates of disrupted presence in a naturalistic environment. Reality-based brain-computer interaction (RBBCI) is suggested as a concept for summarizing the motivations for, and the context of, applications building on an understanding of human brains in virtual realities. The RBBCI prototype application we developed did not achieve the set goals, but much remains to be investigated and lessons from our evaluation point to possible ways forward. A developed use of methods and techniques from computer gaming is of particular interest.
Ett kombinerat perspektiv på den mänskliga hjärnan och datorgenererade virtuella verkligheter motiveras av den senaste utvecklingen inom kognitiv neurovetenskap och människa-datorinteraktion (MDI). Framväxten av nya teorier om den mänskliga hjärnan, tillsammans med en ökande användning av realistisk människa-datorinteraktion, gör det troligt att en bättre förståelse för relationen mellan mänskliga hjärnor och virtuella verkligheter är både möjlig och värdefull. Begreppet "närvaro", som i detta sammanhang beskrivs som den subjektiva känslan av att vara på en plats som känns verklig, kan fungera som en hörnsten i utvecklingen av en sådan förståelse, då datorgenererad närvaro är tätt kopplat till hur mänskliga hjärnor fungerar i virtuella verkligheter. I denna avhandling kopplas närvaro både till teoretiska diskussioner grundade i teorier om den mänskliga hjärnan, och till mätningar av hjärnans aktivitet under realistisk interaktion. De praktiska konsekvenserna av sådana resultat utvecklas vidare med en närmare titt på potentiella tillämpningar. Detta inkluderar utveckling och utvärdering av en prototypapplikation, motiverad av de presenterade principerna. Den teoretiska diskussionen av närvaro i denna avhandling bygger på allmänna principer för hjärnans funktion, och beskriver känslan av närvaro som en generell kognitiv funktion, inte specifikt relaterad till virtuella verkligheter. Virtuell verklighet (virtual reality, VR) är en utmärkt teknik för att undersöka och dra nytta av alla aspekter av närvaro, men en mer allmän tolkning gör att samma principer kan tillämpas på ett brett spektrum av applikationer. Funktionell hjärnavbildning (fMRI) användes för att studera den arbetande mänskliga hjärnan i VR. Sådant data kan informera och begränsa en vidare diskussion av närvaro. Med hjälp av två olika försöksdesigner har vi har undersökt både effekten av grundläggande aspekter av VR-interaktion, och neurala korrelat av störd närvaro i en naturalistisk miljö. Verklighets-baserad hjärna-dator interaktion (reality-based brain-computer interaction, RBBCI) föreslås som ett begrepp för att sammanfatta motiv och kontext för applikationer som bygger på en förståelse av den mänskliga hjärnan i virtuella verkligheter. Den prototypapplikation vi utvecklade uppnådde inte de uppsatta målen, men mycket återstår att utforska och lärdomar från vår utvärdering pekar på möjliga vägar framåt. En vidare användning av metoder och tekniker från dataspel är speciellt intressant.
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38

Leibbrandt, Tim. "Intramediary presence : body, interactivity and networked distribution in immersive virtual reality art." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/14245.

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This thesis is concerned with the ways in which the medium of immersive virtual reality has been utilised in the art context since the early 1990s, with a view towards the contemporary relevance of the medium. Artworks that have been realised through both Head-Mounted Display (HMD) and CAVE Automatic Virtual Environment (CAVE) systems are discussed. The first chapter uses the 1993 Solomon R. Guggenheim exhibition 'Virtual Reality: An Emerging Medium' as a starting point in order to introduce the defining concepts of immersion and interactivity into the discussion. Thereafter, the second chapter is focussed on the body in relation to immersive virtual reality, examining the idea of virtual disembodiment in detail. This discussion is influenced by William Gibson's dichotomizing of "meatspace" and "cyberspace" in Neuromancer (1984). The psychological effects of avatars (the virtual body that surrogates for the physical body in virtual reality) are also looked at. The third chapter extensively discusses the ideas of agency, interactivity and narrative in relation to expanded immersive models of cinema that incorporate active audience participation. Gonzalo Frasca's video game theory concepts of "ludology" and "narratology" are applied, as are ideas of agency from Brenda Laurel's Computers as Theatre (1993) and Janet H. Murray's Hamlet on the Holodeck (1998). These notions of agency are also juxtaposed with the problem of passivity within conventional 3D cinema. The fourth chapter concerns cyberspace (defined as a middle-space that emerges between networked telecommunication technologies) and its implications for immersive virtual reality. The chapter concludes with a nod towards the growing potential of the Internet to facilitate the distribution of immersive virtual environment artworks. Finally, the conclusion looks at technological developments that have taken place during the two years that this thesis was written in order to suggest ways forward for the medium.
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Desai, Dharmesh Rajendra. "Measuring Presence in a Police Use of Force Simulation." ScholarWorks@UNO, 2017. http://scholarworks.uno.edu/td/2314.

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We have designed a simulation that can be used to train police officers. Digital simulations are more cost-effective than a human role play. Use of force decisions are complex and made quickly, so there is a need for better training and innovative methods. Using this simulation, we are measuring the degree of presence that a human experience in a virtual environment. More presence implies better training. Participants are divided into two groups in which one group performs the experiment using a screen, keyboard, and mouse, and another uses virtual reality controls. In this experiment, we use subjective measurements and physiological measurements. We offer a questionnaire to participants before and after play. We also record the participants change in heart rate, skin conductivity and skin temperature using Empatica device. By comparing the data collected from both groups, we prove that people experience more presence in the virtual environment.
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Narayanan, Siddharth. "Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/82142.

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The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even with minimal cues, suggesting that full realism may not be essential for effective social interaction. This research explores the impact of avatar behavioral realism on people's experience of interacting with virtual humans by varying the interaction fidelity. This is accomplished through the creation of Cinemacraft, a technology-mediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion to improve the fidelity of interactions and realtime collaboration. It investigates interaction techniques within the context of a multiplayer sandbox voxel game engine and proposes how interaction qualities of the shared virtual 3D space can be used to further involve a user as well as simultaneously offer a stimulating experience. The primary hypothesis of the study is that embodied interactions result in a higher degree of presence and co-presence, and that sensory fusion can improve the quality of presence and co-presence. The argument is developed through research justification, followed by a user-study to demonstrate the qualitative results and quantitative metrics.This research comprises of an experiment involving 24 participants. Experiment tasks focus on distinct but interrelated questions as higher levels of interaction fidelity are introduced.The outcome of this research is the generation of an interactive and accessible sensory fusion platform capable of delivering compelling live collaborative performances and empathetic musical storytelling that uses low fidelity avatars to successfully sidestep the 'uncanny valley'. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to pro-mote further experimentation and conceptual discussions, as well as team members with less technological expertise.
Master of Science
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41

Yoginath, Srikanth B. "Virtual time-aware virtual machine systems." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/52321.

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Discrete dynamic system models that track, maintain, utilize, and evolve virtual time are referred to as virtual time systems (VTS). The realization of VTS using virtual machine (VM) technology offers several benefits including fidelity, scalability, interoperability, fault tolerance and load balancing. The usage of VTS with VMs appears in two ways: (a) VMs within VTS, and (b) VTS over VMs. The former is prevalent in high-fidelity cyber infrastructure simulations and cyber-physical system simulations, wherein VMs form a crucial component of VTS. The latter appears in the popular Cloud computing services, where VMs are offered as computing commodities and the VTS utilizes VMs as parallel execution platforms. Prior to our work presented here, the simulation community using VM within VTS (specifically, cyber infrastructure simulations) had little awareness of the existence of a fundamental virtual time-ordering problem. The correctness problem was largely unnoticed and unaddressed because of the unrecognized effects of fair-share multiplexing of VMs to realize virtual time evolution of VMs within VTS. The dissertation research reported here demonstrated the latent incorrectness of existing methods, defined key correctness benchmarks, quantitatively measured the incorrectness, proposed and implemented novel algorithms to overcome incorrectness, and optimized the solutions to execute without a performance penalty. In fact our novel, correctness-enforcing design yields better runtime performance than the traditional (incorrect) methods. Similarly, the VTS execution over VM platforms such as Cloud computing services incurs large performance degradation, which was not known until our research uncovered the fundamental mismatch between the scheduling needs of VTS execution and those of traditional parallel workloads. Consequently, we designed a novel VTS-aware hypervisor scheduler and showed significant performance gains in VTS execution over VM platforms. Prior to our work, the performance concern of VTS over VM was largely unaddressed due to the absence of an understanding of execution policy mismatch between VMs and VTS applications. VTS follows virtual-time order execution whereas the conventional VM execution follows fair-share policy. Our research quantitatively uncovered the exact cause of poor performance of VTS in VM platforms. Moreover, we proposed and implemented a novel virtual time-aware execution methodology that relieves the degradation and provides over an order of magnitude faster execution than the traditional virtual time-unaware execution.
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42

Prothero, Jerrold D. "The role of rest frames in vection, presence, and motion sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7057.

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43

Latimer, Jennifer Michelle. "Physical and chemical weathering of illite in the presence of oxalate." Pullman, Wash. : Washington State University, 2010. http://www.dissertations.wsu.edu/Thesis/Spring2010/j_latimer_042210.pdf.

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Thesis (M.S. in soil science)--Washington State University, May 2010.
Title from PDF title page (viewed on July 8, 2010). "Department of Crop and Soil Sciences." Includes bibliographical references (p. 31-33).
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Thao, Nancy. "The Effect of Peer Presence on Moderate-to-Vigorous Physical Activity." Scholarly Commons, 2018. https://scholarlycommons.pacific.edu/uop_etds/3566.

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The CDC estimated that rates of children’s physical activity are extremely low which could lead to various health problems (e.g., hypertension, lipid disorders). Fortunately, previous research has demonstrated that peers, specifically peers identified as preferred, might influence children’s levels of physical activity. However, this variable has not been experimentally manipulated. The purpose of the current study was to assess the effects of peer presence on the MVPA exhibited by kindergarten children, by exposing participants to peers identified as preferred. Results indicated that the presence of a peer identified as preferred increased the levels of MVPA for one participant but failed to increase three participants’ levels of MVPA. Additionally, two participants’ MVPA moderately increased during the first antecedent manipulation but failed to maintain in the second phase of the antecedent condition. In regards to engagement with peers, participants engaged in higher levels of interactive play with peers than parallel play.
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Walker, Brian K. "Bridging the distance how social interaction, presence, social presence, and sense of community influence student learning experiences in an online virtual environment /." Greensboro, N.C. : University of North Carolina at Greensboro, 2007. http://libres.uncg.edu/edocs/etd/1472WalkerB/umi-uncg-1472.pdf.

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Thesis (Ph. D.)--University of North Carolina at Greensboro, 2007.
Title from PDF t.p. (viewed Feb. 29, 2008). Directed by David F. Ayers, Sam Miller; submitted to the School of Education. Includes bibliographical references (p. 229-256).
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46

Price, Matthew. "The Relation of Presence and Virtual Reality Exposure for Treatment of Flying Phobia." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/psych_theses/26.

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A growing body of literature suggests that Virtual Reality is a successful tool for exposure therapy for anxiety disorders. Virtual Reality (VR) researchers posit the construct of presence, interpreting an artificial stimulus as if it were real, as the mechanism that enables anxiety to be felt during virtual reality exposure therapy (VRE). However, empirical studies on the relation between presence and anxiety in VRE have yielded mixed findings. The current study tested the following hypotheses 1) Presence is related to in session anxiety and treatment outcome; 2) Presence mediates the extent that pre-existing (pre-treatment) anxiety is experienced during exposure with VR; 3) Presence is positively related to the amount of phobic elements included within the virtual environment. Results supported presence as the mechanism by which anxiety is experienced in the virtual environment as well as a relation between presence and the phobic elements, but did not support a relation between presence and treatment outcome
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47

Sra, Misha. "A framework for enhancing the sense of presence in virtual and mixed reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119074.

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Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 251-281).
The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in design overlooks the fact that Gibson's theory of perception encompasses the entire range of perceptual processes integrated with action, including kinesthesia and affordances of the environment. Starting with Gibson's ecological approach to the reality of experience, I develop a four-dimensional framework for creating immersive experiences that blend extrinsic elements, meaning elements related to the user's real world context, and intrinsic elements, i.e., those related to the device, application and content. I present a series of novel methods and techniques, demonstrated through implemented systems to show how transferring real world affordances to virtual experiences can enhance the sense of presence, while also arguing for a shift from oculocentrism to sensorimotor processes and to the experiential modalities of touch, proprioception, and kinesthesia. My work contrasts with the currently dominant design approach premised on the notion that the richness of sensory perception can be recreated with vision alone. The hybrid systems described in this thesis present techniques for integrating space, kinesthesia, touch and other sensations, social interaction, and the user's physiology into the virtual experience.
by Misha Sra.
Ph. D.
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48

Brenner, Alexander Julian. "Virtual Reality: The Game Changer for Residential Real Estate Staging through Increased Presence." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/cmc_theses/1471.

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This study proposes a series of 3 experiments to explore how different types of staging, pictures versus virtual reality, impacts potential buyers’ likelihood of wanting to visit a home. Moreover, this study seeks to address how the type of market, hot versus cold, and type of home, luxury versus non-luxury, connects with staging and its impact on wanting to visit a home. In Experiment 1, participants will view 10 total homes, 5 randomly selected with staged pictures first followed by the remaining 5 with virtual reality, either within the hot or cold market. If VR increases presence, then people should be more likely to want to visit a house especially in a hot market given that there is a high demand for a constrained supply. Experiment 2 addressed the contrast effect limitation given that virtual reality staging always came after the pictures of staging within Experiment 1. Experiment 2 should replicate the results of Experiment 1 by removing the contrast effect. Finally, Experiment 3 will explore the impact of type of home, luxury versus non-luxury, and type of staging on wanting to visit a home. Researchers are expected to find that participants who viewed properties in virtual reality are more likely to want to visit the home compared to those that saw staged images because of increased presence, which will make them feel more connected to the home compared to viewing staged pictures. Ultimately, this study is important because it aims to identify the utility of VR in home sales.
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Ong, Henry Tong. "Physical based toolkit for real-time distributed virtual world." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA303720.

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50

Lee, Yu-fung. "Develop students' spatial ability with physical and virtual manipulatives." Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B35677806.

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