To see the other types of publications on this topic, follow the link: Physical- and Virtual presence.

Journal articles on the topic 'Physical- and Virtual presence'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Physical- and Virtual presence.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Bojanova, Irena. "Physical Presence through Virtual Worlds." IT Professional 13, no. 4 (July 2011): 4–5. http://dx.doi.org/10.1109/mitp.2011.66.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Stanca, Liana, Cristina Felea, Ramona Lacurezeanu, and Christian Schuster. "The digitisation - measuring physical and virtual presence." Studia Universitatis Babeș-Bolyai Digitalia 62, no. 1 (June 30, 2017): 112–32. http://dx.doi.org/10.24193/subbdigitalia.2017.1.09.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Venable, Hannah Lyn. "The Weight of Bodily Presence in Art and Liturgy." Religions 12, no. 3 (March 3, 2021): 164. http://dx.doi.org/10.3390/rel12030164.

Full text
Abstract:
This essay addresses the question of virtual church, particularly on whether or not liturgy can be done virtually. We will approach our subject from a somewhat unusual perspective by looking to types of aesthetic experiences which we have been doing “virtually” for a long time. By exploring how we experience art in virtual and physical contexts, we gain insight into the corresponding experiences in liturgical practices. Drawing on Mikel Dufrenne, Maurice Merleau-Ponty and Gabriel Marcel, I first examine the importance of the body when we experience “presence” in aesthetic environments. Next, I consider the weight of the body in experiences of presence in liturgical practices, both in person and virtual, guided again by Gabriel Marcel as well as Bruce Ellis Benson, Emmanuel Falque, Christina Gschwandtner and Éric Palazzo. Through these reflections, I argue that what art teaches us about the significance of the physical closeness of the human applies to the practice of liturgy and that, while unexpected benefits will surface in virtual settings, nothing replaces the powerful experiences that arise when the body is physically present.
APA, Harvard, Vancouver, ISO, and other styles
4

Terbeck, Sylvia, Jaysan Charlesford, Heather Clemans, Emily Pope, Aimee Lee, Joshua Turner, Michaela Gummerum, and Bettina Bussmann. "Physical Presence during Moral Action in Immersive Virtual Reality." International Journal of Environmental Research and Public Health 18, no. 15 (July 29, 2021): 8039. http://dx.doi.org/10.3390/ijerph18158039.

Full text
Abstract:
Research on morality has focused on differences in moral judgment and action. In this study, we investigated self-reported moral reasoning after a hypothetical moral dilemma was presented on paper, and moral reasoning after that very same dilemma was experienced in immersive virtual reality (IVR). We asked open-ended questions and used content analysis to determine moral reasoning in a sample of 107 participants. We found that participants referred significantly more often to abstract principles and consequences for themselves (i.e., it is against the law) after the paper-based moral dilemma compared to the IVR dilemma. In IVR participants significantly more often referred to the consequences for the people involved in the dilemma (i.e., not wanting to hurt that particular person). This supports the separate process theory, suggesting that decision and action might be different moral concepts with different foci regarding moral reasoning. Using simulated moral scenarios thus seems essential as it illustrates possible mechanisms of empathy and altruism being more relevant for moral actions especially given the physical presence of virtual humans in IVR.
APA, Harvard, Vancouver, ISO, and other styles
5

Mantovani, Giuseppe, and Giuseppe Riva. "“Real” Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence." Presence: Teleoperators and Virtual Environments 8, no. 5 (October 1999): 540–50. http://dx.doi.org/10.1162/105474699566459.

Full text
Abstract:
This article claims that the meaning of presence is closely linked to the concept we have of reality, i.e., to the ontology that we more or less explicitly adopt. Different ontological stances support different criteria for presence, telepresence, and virtual presence. We propose a cultural conception of presence that challenges the current idea that experiencing a real or simulated environment deals essentially with perceiving its “objective” physical features. We reject commonsense ingenuous realism and its dualism opposing external reality and internal ideas. In our perspective, presence in an environment, real or simulated, means that individuals can perceive themselves, objects, and other people not only as situated in an external space but also as immersed in a sociocultural web connecting objects, people, and their interactions. This cultural web—structured by artifacts both physical (e.g., the physical components of the computer networks) and ideal (e.g., the social norms that shape the organizational use of the computer networks)—makes possible communication and cooperation among different social actors by granting them a common reference grid. Environments, real and virtual, are not private recesses but public places for meaningful social interaction mediated by artifacts. Experiencing presence in a social environment such as a shared virtual office requires more than the reproduction of the physical features of external reality; it requires awareness of the cultural web that makes meaningful—and therefore visible—both people and objects populating the environment.
APA, Harvard, Vancouver, ISO, and other styles
6

Blair, Charlotte. "IMS2011 Virtual Presence." IEEE Microwave Magazine 12, no. 3 (May 2011): 70. http://dx.doi.org/10.1109/mmm.2011.940315.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Stanca, Romeo, and Rodica Sobolu. "Measuring Physical and Virtual Presence in the digital economy era." Studia Universitatis Babeș-Bolyai Digitalia 63, no. 1 (June 27, 2018): 69–80. http://dx.doi.org/10.24193/subbdigitalia.2018.1.05.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Fox, Jesse, Jeremy Bailenson, and Joseph Binney. "Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar." Presence: Teleoperators and Virtual Environments 18, no. 4 (August 1, 2009): 294–303. http://dx.doi.org/10.1162/pres.18.4.294.

Full text
Abstract:
In this study, the role of presence in the imitation of a virtual model was examined. Immersive virtual environment technology (IVET) was used to create photorealistic virtual representations of the self that were depicted eating food in a virtual world. Changes in the virtual environment (via a changing or unchanging body) were incorporated to create variance in perceived subjective presence. Based on previous research, presence was hypothesized to affect the relationship between the environmental manipulations and the behavioral outcome of imitating the avatar's eating behavior. Here we show that presence did indeed affect imitation, but that the effects varied for men and women in accordance with previous research on sex differences in eating behavior. Men who experienced high presence were more likely than low presence men to imitate the virtual model and eat candy, whereas women who experienced high presence were more likely than low presence women to suppress the behavior and not eat candy.
APA, Harvard, Vancouver, ISO, and other styles
9

Witmer, Bob G., and Michael J. Singer. "Measuring Presence in Virtual Environments: A Presence Questionnaire." Presence: Teleoperators and Virtual Environments 7, no. 3 (June 1998): 225–40. http://dx.doi.org/10.1162/105474698565686.

Full text
Abstract:
The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individual tendencies as measured by the ITQ predict presence as measured by the PQ; and individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
APA, Harvard, Vancouver, ISO, and other styles
10

McGlynn, Sean A., Ranjani M. Sundaresan, and Wendy A. Rogers. "Investigating Age-Related Differences in Spatial Presence in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1782–86. http://dx.doi.org/10.1177/1541931218621404.

Full text
Abstract:
Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.
APA, Harvard, Vancouver, ISO, and other styles
11

Felnhofer, Anna, Helmut Hlavacs, Leon Beutl, Ilse Kryspin-Exner, and Oswald D. Kothgassner. "Physical Presence, Social Presence, and Anxiety in Participants with Social Anxiety Disorder During Virtual Cue Exposure." Cyberpsychology, Behavior, and Social Networking 22, no. 1 (January 2019): 46–50. http://dx.doi.org/10.1089/cyber.2018.0221.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

Lepecq, Jean-Claude, Lionel Bringoux, Jean-Marie Pergandi, Thelma Coyle, and Daniel Mestre. "Afforded actions as a behavioral assessment of physical presence in virtual environments." Virtual Reality 13, no. 3 (May 28, 2009): 141–51. http://dx.doi.org/10.1007/s10055-009-0118-1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Cohen Zilka, Gila, Revital Cohen, and Ilan Rahimi. "Teacher Presence and Social Presence in Virtual and Blended Courses." Journal of Information Technology Education: Research 17 (2018): 103–26. http://dx.doi.org/10.28945/4061.

Full text
Abstract:
Aim/Purpose: The purpose of the study was to examine the relationship between teacher presence and social presence on one hand, and feelings of challenge and threat, self-efficacy, and motivation among students studying in virtual and blended courses on the other. Background: Physical separation between teacher and learners may lead to transactional distance, which should be reduced through teacher presence (TP) and social presence (SP). In this study we examined two types of courses, virtual courses (VCs) and blended courses (BCs). Methodology: This is a mixed-method study. Participants completed a threat/challenge questionnaire, a motivation questionnaire, a self-efficacy questionnaire, and answered open-ended questions. The sample included 484 students from two academic institutions in the Israel. Contribution: The study highlights the connection between critical factors involved in learning and teaching in VCs and BCs (teacher presence, social presence, feelings of challenge and threat, self-efficacy, and motivation) from the point of view of students studying in VCs and BCs. Is there a correlation between teacher presence and social presence on one hand, and the perception of threat and challenge, motivation, and self-efficacy on the other in students studying in VCs and BCs? Findings: A link was found between teacher presence and social presence on one hand and feelings of challenge and threat, self-efficacy, and motivation of students in VCs and BCs on the other. At the same time, it was found that the perceptions of motivation, challenge, and threat associated with VCs and BCs are interrelated, that is, students have similar perceptions in relation to both types of courses. Recommendations for Practitioners : It is preferable to create a learning environment that supports the learners and is attentive to their needs and to the creation of an active learning community. It has been found that these factors greatly influence the process and the quality of learning in the course. Recommendations for Researchers: The study examined the subjective feelings of the students about the learning process in virtual and blended environments. We recommend continuing to explore the characteristics of the virtual environment and of teaching methods in these environments. Impact on Society: The combination of virtual and blended learning environments in the learning process may lead to the realization of the educational vision of creating a learning environment that supports students and responds to their needs, enabling autonomous and collaborative learning while creating a learning community. Future Research: It is advisable to examine the issue from the perspective of the teachers in VCs and BCs to elucidate the topic from other angles.
APA, Harvard, Vancouver, ISO, and other styles
14

Chen, Y., Z. Cui, and L. Hao. "Virtual reality in lighting research: Comparing physical and virtual lighting environments." Lighting Research & Technology 51, no. 6 (March 27, 2019): 820–37. http://dx.doi.org/10.1177/1477153518825387.

Full text
Abstract:
In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the optimal alternative media that can present physical lighting environments. We compare a human’s subjective feeling towards a physical lighting environment and three alternative reproduction technologies, namely, virtual reality reproduction, video reproduction and photographic reproduction. We also discuss the feasibility of using virtual reality in representing lighting environments. The selection of the most optimal media is based on the perceptual attributes of lighted space, and the findings are only related to these criteria. The main results of this study are the following: (a) The order of the overall presentation-ability of the media is physical space > virtual reality reproductions > video reproductions > photo reproductions. (b) In terms of subjective rating, virtual reality lighting environments are rated closest to the physical lighting environments, and the order of the approximate coefficient of the media is physical space (1) > VR reproductions (0.886) > video reproductions (0.752) > photo reproductions (0.679). (c) Virtual reality can present lighting attributes of open/close, diffuse/glaring, bright/dim and noisy/quiet consistent with the physical environment. (d) Human subjects are most satisfied with VR reproductions.
APA, Harvard, Vancouver, ISO, and other styles
15

Heeter, Carrie. "Reflections on Real Presence by a Virtual Person." Presence: Teleoperators and Virtual Environments 12, no. 4 (August 2003): 335–45. http://dx.doi.org/10.1162/105474603322391587.

Full text
Abstract:
I have lived in San Francisco while working as a full-time virtual faculty member for Michigan State University for nearly six years. Unlike most humans, I spend a larger proportion of every day as a virtual person than as a physical person. This article is adapted from a keynote speech I delivered at the Fourth International Workshop on Presence in Philadelphia in May of 2001. I use a personal narrative style to explore issues and to question some of the research community's prevailing assumptions about presence. Lombard and Ditton's (1997) frequently cited conceptualization defines presence as a “perceptual illusion of nonmediation” that occurs “when a person fails to perceive or acknowledge the existence of a medium in his/her communication environment and responds as he/she would if the medium were not there.” The underlying assumption is that, in the absence of technology, everyone experiences continuous presence at a constant intensity throughout their lives. Instead, this article suggests that presence is not a constant of everyday nonmediated experience. Careful consideration of unmediated (real) presence might help the conceptualization and study of mediated presence.
APA, Harvard, Vancouver, ISO, and other styles
16

Mert, Agali, Willem Bles, and Willem Wertheim. "Letter to the Editor: Presence in virtual environments." Clinical Rehabilitation 23, no. 5 (May 2009): 465–66. http://dx.doi.org/10.1177/0269215509334836.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Cho, Young Hoan, Su Yon Yim, and Sunhee Paik. "Physical and social presence in 3D virtual role-play for pre-service teachers." Internet and Higher Education 25 (April 2015): 70–77. http://dx.doi.org/10.1016/j.iheduc.2015.01.002.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Azevedo, António Sérgio, Joaquim Jorge, and Pedro Campos. "Combining EEG Data with Place and Plausibility Responses as an Approach to Measuring Presence in Outdoor Virtual Environments." Presence: Teleoperators and Virtual Environments 23, no. 4 (November 1, 2014): 354–68. http://dx.doi.org/10.1162/pres_a_00205.

Full text
Abstract:
Outdoor virtual environments (OVEs) are becoming increasingly popular, as they allow a sense of presence in places that are inaccessible or protected from human intervention. These virtual environments (VEs) need to address physical modalities other than vision and hearing. We analyze the influence of four different physical modalities (vision, hearing, haptics, and olfaction) on the sense of presence on a virtual journey through the sea and the Laurissilva Forest of Funchal, Portugal. We applied Slater et al.'s (2010) method together with data gathered by the Emotiv EPOC EEG in an OVE setting. In such a setting, the combination of haptics and hearing are more important than the typical virtual environment (vision and hearing) in terms of place and plausibility illusions. Our analysis is particularly important for designers interested in crafting similar VEs because we classify different physical modalities according to their importance in enhancing presence.
APA, Harvard, Vancouver, ISO, and other styles
19

Kohonen-Aho, Laura, and Pauli Alin. "Introducing a Video-Based Strategy for Theorizing Social Presence Emergence in 3D Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 2 (May 1, 2015): 113–31. http://dx.doi.org/10.1162/pres_a_00222.

Full text
Abstract:
Researchers have recently suggested that although new technologies (e.g., 3D virtual environments) can enhance social presence in virtual teams, social presence is nontechnological in nature. Others have specified that social presence emerges in social interaction through copresence, psychological involvement, and behavioral engagement. However, current research methods do not fully capture the emergent nature of social presence in 3D virtual environments. We address this shortcoming by developing a novel research strategy for theorizing social presence emergence in 3D virtual environments. The novel research strategy is based on the assumption that understanding socially constructed phenomena (such as social presence) requires investigating human microbehaviors, that is, nonverbal interactions. To capture and theorize human microbehaviors in 3D virtual environments, the research strategy suggests video recording and analyzing interaction in the 3D virtual environment and in the physical environment. The research strategy expands the methodological scope of current social presence research and thus provides novel opportunities for creating a better understanding of how social presence emerges in virtual teams that operate in 3D virtual environments.
APA, Harvard, Vancouver, ISO, and other styles
20

Khaghani Far, Iman, Michela Ferron, Francisco Ibarra, Marcos Baez, Stefano Tranquillini, Fabio Casati, and Nicola Doppio. "The interplay of physical and social wellbeing in older adults: investigating the relationship between physical training and social interactions with virtual social environments." PeerJ Computer Science 1 (November 25, 2015): e30. http://dx.doi.org/10.7717/peerj-cs.30.

Full text
Abstract:
Background.Regular physical activity can substantially improve the physical wellbeing of older adults, preventing several chronic diseases and increasing cognitive performance and mood. However, research has shown that older adults are the most sedentary segment of society, spending much of their time seated or inactive. A variety of barriers make it difficult for older adults to maintain an active lifestyle, including logistical difficulties in going to a gym (for some adults, leaving home can be challenging), reduced functional abilities, and lack of motivation. In this paper, we report on the design and evaluation of Gymcentral. A training application running on tablet was designed to allow older adults to follow a personalized home-based exercise program while being remotely assisted by a coach. The objective of the study was to assess if a virtual gym that enables virtual presence and social interaction is more motivating for training than the same virtual gym without social interaction.Methods.A total of 37 adults aged between 65 and 87 years old (28 females and 9 males, mean age = 71, sd = 5.8) followed a personalized home-based strength and balance training plan for eight weeks. The participants performed the exercises autonomously at home using the Gymcentral application. Participants were assigned to two training groups: the Social group used an application with persuasive and social functionalities, while the Control group used a basic version of the service with no persuasive and social features. We further explored the effects of social facilitation, and in particular of virtual social presence, in user participation to training sessions. Outcome measures were adherence, persistence and co-presence rate.Results.Participants in the Social group attended significantly more exercise sessions than the Control group, providing evidence of a better engagement in the training program. Besides the focus on social persuasion measures, the study also confirms that a virtual gym service is effective for supporting individually tailored home-based physical training for older adults. The study also confirms that social facilitation tools motivate users to train together in a virtual fitness environment.Discussion.The study confirms that Gymcentral increases the participation of older adults in physical training compare to a similar version of the application without social and persuasive features. In addition, a significant increase in the co-presence of the Social group indicates that social presence motivates the participants to join training sessions at the same time with the other participants. These results are encouraging, as they motivate further research into using home-based training programs as an opportunity to stay physically and socially active, especially for those who for various reasons are bound to stay at home.
APA, Harvard, Vancouver, ISO, and other styles
21

Voo, Teck Chuan, Mathavi Senguttuvan, and Clarence C. Tam. "Family Presence for Patients and Separated Relatives During COVID-19: Physical, Virtual, and Surrogate." Journal of Bioethical Inquiry 17, no. 4 (August 25, 2020): 767–72. http://dx.doi.org/10.1007/s11673-020-10009-8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

Berthiaume, Maxine, Giulia Corno, Kevin Nolet, and Stéphane Bouchard. "A Novel Integrated Information Processing Model of Presence." PRESENCE: Virtual and Augmented Reality 27, no. 4 (2018): 378–99. http://dx.doi.org/10.1162/pres_a_00336.

Full text
Abstract:
Abstract The objective of this article is to conduct a narrative literature review on multisensory integration and propose a novel information processing model of presence in virtual reality (VR). The first half of the article introduces basic multisensory integration (implicit information processing) and the integration of coherent stimuli (explicit information processing) in the physical environment, offering an explanation for people's reactions during VR immersions and is an important component of our model. To help clarify these concepts, examples are provided. The second half of the article addresses multisensory integration in VR. Three models in the literature examine the role that multisensory integration plays in inducing various perceptual illusions and the relationship between embodiment and presence in VR. However, they do not relate specifically to presence and multisensory integration. We propose a novel model of presence using elements of these models and suggest that implicit and explicit information processing lead to presence. We refer to presence as a perceptual illusion that includes a plausibility illusion (the feeling that the scenario in the virtual environment is actually occurring) and a place illusion (the feeling of being in the place depicted in the virtual environment), based on efficient and congruent multisensory integration.
APA, Harvard, Vancouver, ISO, and other styles
23

Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, and Andreas Butz. "Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car." Multimodal Technologies and Interaction 5, no. 4 (March 26, 2021): 15. http://dx.doi.org/10.3390/mti5040015.

Full text
Abstract:
Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.
APA, Harvard, Vancouver, ISO, and other styles
24

Vogt, Tobias, Rainer Herpers, Christopher D. Askew, David Scherfgen, Heiko K. Strüder, and Stefan Schneider. "Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State." Neural Plasticity 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/523250.

Full text
Abstract:
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
APA, Harvard, Vancouver, ISO, and other styles
25

Flores Ferro, Elizabeth, Fernando Maurera Cid, Marcelo Hadweh Briceño, Socorro Alonso Gutiérrez Duarte, Ángela Silva-Salse, Sebastián Peña-Troncoso, Franklin Castillo-Retamal, et al. "Nivel de satisfacción de las clases online por parte de los estudiantes de Educación Física de Chile en tiempos de pandemia (Level of satisfaction of online classes by students of Physical Education of Chile in times of pandemic)." Retos, no. 41 (December 13, 2020): 123–30. http://dx.doi.org/10.47197/retos.v0i41.82907.

Full text
Abstract:
Introducción: En Chile el primer caso de COVID-19 fue diagnosticado el tres de marzo del 2020 y el día dieciocho del mismo mes el presidente decreto estado de catástrofe, por lo que las clases a nivel escolar y universitario pasaron de la presencialidad a la virtualidad. El presente estudio tiene como objetivo conocer el nivel de satisfacción de las clases virtuales de los estudiantes de Educación Física. Metodología: Cuantitativa, no experimental, transversal. La muestra estuvo constituida por 542 alumnos de Educación Física de diferentes casas de estudio de Chile. Se adaptó y validó la escala Satisfacción clases online. Resultados: existen diferencias significativas comparando las asignaturas teóricas y prácticas, siendo mejor valoradas las cátedras teóricas. También se encontraron diferencias por sexo, donde los varones poseen una percepción más negativa sobre las clases virtuales y al comparar por curso, los alumnos de primer año poseen una percepción más positiva sobre las clases virtuales en relación con los cursos superiores. Conclusiones: existe una resistencia por parte de los alumnos a las clases virtuales en la Educación Física, pues, si bien se encontraron diferencias significativas entre las asignaturas teóricas y prácticas, los valores siempre estuvieron alrededor de 3 en una escala de 1 a 5. Se hacen necesarias futuras investigaciones con otras variables como actividad física, niveles de estrés y estrategias para la enseñanza de la Educación Física virtual. Abstract. Introduction: In Chile the first case of COVID-19 was diagnosed on March 3, 2020 and on the eighteenth of the same month the president decreed state of catastrophe, so that classes at school and university level went from the presence to the virtuality. The present study aims to know the level of satisfaction of the virtual classes of the students of Physical Education. Methodology: Quantitative, non experimental, transversal. The sample consisted of 542 students of Physical Education from different study houses in Chile. The Satisfaction scale online classes was adapted and validated. Results: there are significant differences comparing theoretical and practical subjects, with theoretical chairs being better valued. Differences were also found by sex, where males have a more negative perception about virtual classes and when comparing by course, freshmen have a more positive perception about virtual classes in relation to higher courses. Conclusions: there is a resistance on the part of students to virtual classes in Physical Education, because, although significant differences were found between the theoretical and practical subjects, values were always around 3 on a scale of 1 to 5. Future research with other variables such as physical activity, stress levels and strategies for the teaching of Virtual Physical Education are necessary.
APA, Harvard, Vancouver, ISO, and other styles
26

Asaad, Mariam, Richard Wilson, Simon Watkinson, and Gary Cousin. "Virtual clinics between the oral surgeons and orthodontists without the physical presence of the patient." British Journal of Oral and Maxillofacial Surgery 58, no. 10 (December 2020): e191. http://dx.doi.org/10.1016/j.bjoms.2020.10.172.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Litaker, Harry, Ron Archer, Brett Montoya, and Robert Howard. "Evaluation Methodologies for Virtual Reality and Physical Test Environments for Spaceflight Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1340–44. http://dx.doi.org/10.1177/1071181320641320.

Full text
Abstract:
NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual world gave the experts a better sense of the microgravity space and the relationships of space and human presence that are difficult to simulate in a 1-g physical environment. However, the interaction between human and mechanics is better enhanced in the physical world compared to the virtual world. These advantages and limitations of each environment are important; thus, at this early design life cycle phase, virtual reality shows great promise as an evaluation environment for testing early design concepts that will cost less, give more options, and increase designer’s time to design.
APA, Harvard, Vancouver, ISO, and other styles
28

Ellis, Stephen R., and Urs J. Bucher. "Distance Perception of Stereoscopically Presented Virtual Objects Optically Superimposed on Physical Objects by a Head-Mounted See-Through Display." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 19 (October 1994): 1300–1304. http://dx.doi.org/10.1177/154193129403801911.

Full text
Abstract:
The influence of physically presented background stimuli on distance judgements to optically overlaid, stereoscopic virtual images has been studied using head-mounted stereoscopic, virtual image displays. Positioning of an opaque physical object either at the perceived depth of the virtual image or at a position substantially in front of it, has been observed to cause the virtual image to apparently move closer to the observer. In the case of physical objects positioned substantially in front of the virtual image, subjects often perceive the opaque object as transparent. Evidence is presented that the apparent change of position caused by interposition of the physical object is not influenced by the strengthening of occlusion cues but is influenced by motion of the physical objects which would attract the subjects ocular vergence. The observed effect appears to be associated with the relative conspicuousness of the overlaid virtual image and the background. This effect may be related to Foley's models of open-loop stereoscopic pointing errors which attributed the stereoscopic distance errors to misjudgment of a reference point for interpretation of retinal disparities. Some implications for the design of see-through displays for manufacturing will also be discussed briefly.
APA, Harvard, Vancouver, ISO, and other styles
29

Khan, Mohammed Soheeb, Vassilis Charissis, and Sophia Sakellariou. "Exploring the Development Requirements for Virtual Reality Gait Analysis." Multimodal Technologies and Interaction 3, no. 2 (April 10, 2019): 24. http://dx.doi.org/10.3390/mti3020024.

Full text
Abstract:
The hip joint is highly prone to traumatic and degenerative pathologies resulting in irregular locomotion. Monitoring and treatment depend on high-end technology facilities requiring physician and patient co-location, thus limiting access to specialist monitoring and treatment for populations living in rural and remote locations. Telemedicine offers an alternative means of monitoring, negating the need for patient physical presence. In addition, emerging technologies, such as virtual reality (VR) and immersive technologies, offer potential future solutions through virtual presence, where the patient and health professional can meet in a virtual environment (a virtual clinic). To this end, a prototype asynchronous telemedicine VR gait analysis system was designed, aiming to transfer a full clinical facility within the patients’ local proximity. The proposed system employs cost-effective alternative motion capture combined with the system’s immersive 3D virtual gait analysis clinic. The user interface and the tools in the application offer health professionals asynchronous, objective, and subjective analyses. This paper investigates the requirements for the design of such a system and discusses preliminary comparative data of its performance evaluation against a high-fidelity gait analysis clinical application.
APA, Harvard, Vancouver, ISO, and other styles
30

Bramsen, Isabel, and Anine Hagemann. "The missing sense of peace: diplomatic approachment and virtualization during the COVID-19 lockdown." International Affairs 97, no. 2 (March 2021): 539–60. http://dx.doi.org/10.1093/ia/iiaa229.

Full text
Abstract:
Abstract With the unprecedented COVID-lockdown in 2020, many peace diplomatic efforts turned virtual. This represented a temporary loss of many of the usual practices of peace diplomacy and provided an opportunity to examine micro-dynamics of both virtual diplomacy and face-to-face meetings. Based on interviews with parties and mediators involved in the Syrian and Yemeni peace processes we analyze the affordances of virtual and physical meetings respectively. We find that virtual meetings condition peace diplomacy by broadening accessibility, putting confidentiality at risk, allowing for higher frequency of meetings, often disrupting interaction, but also in some instances equalizing it. The transition to virtual also meetings demonstrated what is lost in the absence of physicality: bodily presence, spending longer periods of time together, the possibility of reconciliatory interaction and sharing informal space. When this is missing, it hampers conditions for what we call the sense of peace, that is, the visceral potential of meeting physically, which we conceptualize to include a sense of understanding, togetherness and trust. We further propose a wider application of this conception beyond peace diplomacy, in the form of diplomatic approachment. Finally, we suggest strategies in virtual diplomacy and discuss how virtual and physical diplomacy may supplement each other.
APA, Harvard, Vancouver, ISO, and other styles
31

Biocca, Frank, Jin Kim, and Yung Choi. "Visual Touch in Virtual Environments: An Exploratory Study of Presence, Multimodal Interfaces, and Cross-Modal Sensory Illusions." Presence: Teleoperators and Virtual Environments 10, no. 3 (June 2001): 247–65. http://dx.doi.org/10.1162/105474601300343595.

Full text
Abstract:
How do users generate an illusion of presence in a rich and consistent virtual environment from an impoverished, incomplete, and often inconsistent set of sensory cues? We conducted an experiment to explore how multimodal perceptual cues are integrated into a coherent experience of virtual objects and spaces. Specifically, we explored whether inter-modal integration contributes to generating the illusion of presence in virtual environments. To discover whether intermodal integration might play a role in presence, we looked for evidence of intermodal integration in the form of cross-modal interactions—perceptual illusions in which users use sensory cues in one modality to “fill in” the “missing” components of perceptual experience. One form of cross-modal interaction, a cross-modal transfer, is defined as a form of synesthesia, that is, a perceptual illusion in which stimulation to a sensory modality connected to the interface (such as the visual modality) is accompanied by perceived stimulation to an unconnected sensory modality that receives no apparent stimulation from the virtual environment (such as the haptic modality). Users of our experimental virtual environment who manipulated the visual analog of a physical force, a virtual spring, reported haptic sensations of “physical resistance”, even though the interface included no haptic displays. A path model of the data suggested that this cross-modal illusion was correlated with and dependent upon the sensation of spatial and sensory presence. We conclude that this is evidence that presence may derive from the process of multi-modal integration and, therefore, may be associated with other illusions, such as cross-modal transfers, that result from the process of creating a coherent mental model of the space. Finally, we suggest that this perceptual phenomenon might be used to improve user experiences with multimodal interfaces, specifically by supporting limited sensory displays (such as haptic displays) with appropriate synesthetic stimulation to other sensory modalities (such as visual and auditory analogs of haptic forces).
APA, Harvard, Vancouver, ISO, and other styles
32

Moura, João Martinho, Né Barros, and Paulo Ferreira-Lopes. "Embodiment in Virtual Reality." International Journal of Creative Interfaces and Computer Graphics 12, no. 1 (January 2021): 27–45. http://dx.doi.org/10.4018/ijcicg.2021010103.

Full text
Abstract:
Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the embodiment sensation in VR, specifically in the artistic aspect. They present initial reflections about embodiment in virtuality and analyze the technologies adopted in creating interactive artworks prepared for galleries and theater stage, questioning the sensations caused by the visual embodiment in virtual reality under the perspective of both the audience and the performer.
APA, Harvard, Vancouver, ISO, and other styles
33

Oliveira, Fábio Souza de, and Cláudio Márcio Oliveira. "Cultura corporal: influências das redes sociais virtuais sobre as compreensões de estudantes." MOTRICIDADES: Revista da Sociedade de Pesquisa Qualitativa em Motricidade Humana 4, no. 2 (August 31, 2020): 142. http://dx.doi.org/10.29181/2594-6463.2020.v4.n2.p142-155.

Full text
Abstract:
ResumoO presente estudo teve como objetivo analisar as possíveis influências das redes sociais sobre as compreensões dos estudantes da educação básica a respeito dos elementos da cultura corporal. Participaram da pesquisa cento e vinte e oito alunos do ensino fundamental II, de uma escola pública estadual da cidade de Feira de Santana. Verificamos neste estudo a presença de um modelo de voleibol que foi instituído antes mesmo do tratamento pedagógico do voleibol na escola, o voleibol midiático, de alto rendimento. Conclui-se que, através da abordagem mídia-educativa, é possível propor resistência às construções fragmentadas propostas pelas mídias, particularmente pelas redes sociais virtuais, a respeito dos elementos da Educação Física.Palavras-chave: Mídia-Educação. Educação Física Escolar. Redes Sociais Virtuais.Body culture: influences of virtual social networks about the students understandingAbstractThis study aimed to analyze the possible influences of social networks about the Basic Education students understanding regarding the elements of body culture. One hundred twenty-eight elementary school students from a state public school in the city of Feira de Santana participated in the research. In this study, we verified the presence of a volleyball model that was instituted even before the pedagogical treatment of volleyball at school, high-performance media volleyball. It was concluded that, through the media-educational approach, it is possible to propose resistance to the fragmented constructions proposed by the media, particularly through virtual social networks, regarding the elements of Physical Education.Keywords: Media-Education. School Physical Education. Virtual Social Networks.Cultura corporal: influencias de las redes sociales virtuales en la comprensión de los estudiantesResumenEste estudio tuvo como objetivo analizar las posibles influencias de las redes sociales en la comprensión de los estudiantes de Educación Básica con respecto a los elementos de la cultura corporal. Ciento veintiocho estudiantes de primaria de una escuela pública estatal en la ciudad de Feira de Santana participaron en la investigación. En este estudio, verificamos la presencia de un modelo de voleibol que se instituyó incluso antes del tratamiento pedagógico del voleibol en la escuela, voleibol mediático de alto rendimiento. Concluimos que, a través del enfoque mediático-educativo, es posible proponer resistencia a las construcciones fragmentadas propuestas por los medios, particularmente a través de redes sociales virtuales, con respecto a los elementos de la Educación Física.Palabras clave: Média-Educación. Educación Física Escolar. Redes Sociales Virtuales.
APA, Harvard, Vancouver, ISO, and other styles
34

Padilla-Castañeda, Miguel A., Antonio Frisoli, Silvia Pabon, and Massimo Bergamasco. "The Modulation of Ownership and Agency in the Virtual Hand Illusion under Visuotactile and Visuomotor Sensory Feedback." Presence: Teleoperators and Virtual Environments 23, no. 2 (August 1, 2014): 209–25. http://dx.doi.org/10.1162/pres_a_00181.

Full text
Abstract:
It is well known by the virtual hand illusion (VHI) that simultaneous and synchronous visuotactile sensory feedback within a virtual environment elicits the feeling of ownership of a virtual hand, by observing for some seconds in a scene a virtual hand being touched while at the same time receiving tactile stimulation on the real hand in the corresponding positions. In this paper, we investigate possible modulations in the feeling of ownership (sensation of owning a virtual hand) and of agency (sensation of owning virtual movements and actions) according to whether or not the participant's own motor acts (1) induce coherent self-activated visuotactile sensory stimulations; and (2) generate plausible consequences in the simulated environment. For this purpose, we elicited the VHI within a group of participants through a cross-modal integration of visuo-tactile sensory stimulations within a dynamic and physically plausible immersive virtual environment, where they were able to perform natural tasks in both passive and active agency conditions. Our results indicate that both feelings of ownership and agency can be achieved in immersive virtual environments, when the subject is realistically interacting and performing natural upper limb movements. We did not observe any significant difference in the VHI in terms of ownership and agency between the active and passive conditions, but we observed that a physically incongruent simulated interaction with the virtual world can lead to a significant disruption of ownership. Moreover, in the passive agency condition, a plausible physical behavior of the virtual hand was sufficient to elicit a partially complete sense of ownership, if measured in terms of proprioceptive drift, even in the presence of an asynchronous visuotactile sensory feedback. All these findings suggest that the multisensory feedback associated with a subject's own actions and the physical plausibility of the environment both act as determinant factors, influencing and modulating the vividness of the VHI.
APA, Harvard, Vancouver, ISO, and other styles
35

Stevens, Brett, Jennifer Jerrams-Smith, David Heathcote, and David Callear. "Putting the Virtual into Reality: Assessing Object-Presence with Projection-Augmented Models." Presence: Teleoperators and Virtual Environments 11, no. 1 (February 2002): 79–92. http://dx.doi.org/10.1162/105474602317343677.

Full text
Abstract:
A projection-augmented model is a type of nonimmersive, coincident haptic and visual display that uses a physical model as a three-dimensional screen for projected visual information. Supporting all physiological depth cues and two sensory modalities should create a strong sense of the object's existence. However, conventional measures of presence have been defined only for displays that surround and isolate a user from the real world. The idea of object-presence is thus suggested to measure “the subjective experience that a particular object exists in a user's environment, even when that object does not” (Stevens & Jerrams-Smith, 2000). A correlation study was conducted to demonstrate the reliability and validity of objectpresence as a construct. The results of a modified Singer and Witmer Presence Questionnaire suggest the existence of a reliable construct that exhibits face validity. However, the Presence Questionnaire did not correlate significantly with a user's tendency to become immersed in traditional media, which would support the assertion that this construct was object-presence. Considering previous work, the results of the current correlation study exhibited a pattern evident in previous studies of presence suggesting that object-presence and presence could be gender biased by the task to be completed or by the presence measure.
APA, Harvard, Vancouver, ISO, and other styles
36

Dobricki, Martin, Betty J. Mohler, and Heinrich H. Bülthoff. "The structure of self-experience during visuo–tactile stimulation of a virtual and the physical body." Seeing and Perceiving 25 (2012): 214. http://dx.doi.org/10.1163/187847612x648413.

Full text
Abstract:
The simultaneous visuo–tactile stimulation of an individual’s body and a virtual body (avatar) is an experimental method used to investigate the mechanisms of self-experience. Studies incorporating this method found that it elicits the experience of bodily ownership over the avatar. Moreover, as part of our own research we found that it also has an effect on the experience of agency, spatial presence, as well as on the perception of self-motion, and thus on self-localization. However, it has so far not been investigated whether these effects represent distinct categories within conscious experience. We stroked the back of 21 male participants for three minutes while they watched an avatar getting synchronously stroked within a virtual city in a head-mounted display setup. Subsequently, we assessed their avatar and their spatial presence experience with 23 questionnaire items. The analysis of the responses to all items by means of nonmetric multidimensional scaling resulted in a two-dimensional map (stress = 0.151) on which three distinct categories of items could be identified: a cluster (Cronbach’s alpha = 0.89) consisting of all presence items, a cluster (Cronbach’s alpha = 0.88) consisting of agency-related items, and a cluster (Cronbach’s alpha = 0.93) consisting of items related to body ownership as well as self-localization. The reason that spatial presence formed a distinct category could be that body ownership, self-localization and agency are not reported in relation to space. Body ownership and self-localization belonged to the same category which we named identification phenomena. Hence, we propose the following three higher-order categories of self-experience: identification, agency, and spatial presence.
APA, Harvard, Vancouver, ISO, and other styles
37

Jarmon, Leslie. "Homo Virtualis." International Journal of Virtual and Personal Learning Environments 1, no. 1 (January 2010): 38–56. http://dx.doi.org/10.4018/jvple.2010091704.

Full text
Abstract:
This article previews the emergence of homo virtualis. Drawing on data from seven research studies, peerreviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life, the article examines virtual learning environments and embodiment through the lens of interactions of avatars with other avatars, virtual objects, landscapes, sounds, and spatial constructs. Analysis is grounded in the polyvocal evidence provided by select participants who experienced a sense of embodied co-presence and connection with others across geo-physical distances. The discourse ranges from that of high school girls, professional retirees, toxicology and design undergraduates, interdisciplinary graduate students, to educators and researchers from K-12 through university full professors collaborating in SL. In an ecology of virtual contexts, learners inhabit a broader landscape of their own and others’ making that allows them to be teachers, designers, researchers, communicators, and collaborators.
APA, Harvard, Vancouver, ISO, and other styles
38

Kim, Kangsoo, Divine Maloney, Gerd Bruder, Jeremy N. Bailenson, and Gregory F. Welch. "The effects of virtual human's spatial and behavioral coherence with physical objects on social presence in AR." Computer Animation and Virtual Worlds 28, no. 3-4 (May 2017): e1771. http://dx.doi.org/10.1002/cav.1771.

Full text
APA, Harvard, Vancouver, ISO, and other styles
39

Mackenzie, Graham, Andrew D. Murray, and Christopher W. Oliver. "Virtual attendance at an international physical activity meeting using Twitter: how can data visualisation provide a presence?" British Journal of Sports Medicine 52, no. 6 (March 2, 2017): 351–52. http://dx.doi.org/10.1136/bjsports-2016-097373.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

Felnhofer, Anna, Oswald D. Kothgassner, Nathalie Hauk, Leon Beutl, Helmut Hlavacs, and Ilse Kryspin-Exner. "Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy." Computers in Human Behavior 31 (February 2014): 272–79. http://dx.doi.org/10.1016/j.chb.2013.10.045.

Full text
APA, Harvard, Vancouver, ISO, and other styles
41

Huang, Guo Qing, Tong Hua Yang, and Sheng Xu. "Application of Virtual Reality Technology in Teaching." Applied Mechanics and Materials 475-476 (December 2013): 1230–34. http://dx.doi.org/10.4028/www.scientific.net/amm.475-476.1230.

Full text
Abstract:
Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. It is new comprehensive information technology which enables users to "access" to the computer-simulated environment through the use of standard input devices and realize the direct interaction between users and the simulated environment. With a case study by using the theory of visual reality technology, this thesis analysises the application types and application methods of visual reality technology as well as the existing problems and solutions during the application process of visual reality technology.
APA, Harvard, Vancouver, ISO, and other styles
42

Lessiter, Jane, Jonathan Freeman, Edmund Keogh, and Jules Davidoff. "A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory." Presence: Teleoperators and Virtual Environments 10, no. 3 (June 2001): 282–97. http://dx.doi.org/10.1162/105474601300343612.

Full text
Abstract:
The presence research community would benefit from a reliable and valid cross-media presence measure that allows results from different laboratories to be compared and a more comprehensive knowledge base to be developed. The ITC-Sense of Presence Inventory (ITC-SOPI) is a new state questionnaire measure whose development has been informed by previous research on the determinants of presence and current self-report measures. It focuses on users' experiences of media, with no reference to objective system parameters. More than 600 people completed the ITC-SOPI following an experience with one of a range of noninteractive and interactive media. Exploratory analysis (principal axis factoring) revealed four factors: Sense of Physical Space, Engagement, Ecological Validity, and Negative Effects. Relations between the factors and the consistency of the factor structure with others reported in the literature are discussed. Preliminary analyses described here demonstrate that the ITC-SOPI is reliable and valid, but more rigorous testing of its psychometric properties and applicability to interactive virtual environments is required. Subject to satisfactory confirmatory analyses, the ITC-SOPI will offer researchers using a range of media systems a tool with which to measure four facets of a media experience that are putatively related to presence.
APA, Harvard, Vancouver, ISO, and other styles
43

Parish, Helen. "The Absence of Presence and the Presence of Absence: Social Distancing, Sacraments, and the Virtual Religious Community during the COVID-19 Pandemic." Religions 11, no. 6 (June 3, 2020): 276. http://dx.doi.org/10.3390/rel11060276.

Full text
Abstract:
The response of churches to the challenges presented by the global COVID-19 pandemic invites a closer examination of the relationships between virtual and embodied religious communities during a time of social distancing. The speed and the scale of the closure of church buildings during Easter 2020 sheds light upon the multiplicity of practical, emotional, and spiritual responses to a relationship between church and people that is increasingly dominated by online interactions. Such a seismic shift in social culture opens up the possibility and challenges of a new understanding of belonging and participation in a religious community. Given its liturgical, pastoral, and sacramental significance, Easter 2020 was a highly charged moment for the relationship between the Christian churches and the faithful, and between religious worship and social media. In the shift from embodied community to virtual congregation that followed, the material absence of physical presence in collective worship was striking, as was the psychological presence of that absence. This paper analyses different understandings of religion, church, and community in the period of a pandemic, and argues for the value of an approach that situates the debates spawned in the context of historical precedent, personal experience, and theoretical approaches to networks, communities, religion, and social media.
APA, Harvard, Vancouver, ISO, and other styles
44

Turner, Phil, and Susan Turner. "Embedding Context of Use in CVE Design." Presence: Teleoperators and Virtual Environments 11, no. 6 (December 2002): 665–76. http://dx.doi.org/10.1162/105474602321050767.

Full text
Abstract:
A consideration of eventual context of use is crucially important for the success of virtual environments destined for real-world organizations, yet it is frequently absent from accounts of the design of such applications. We describe how contextual requirements have influenced the design of a collaborative virtual environment (CVE) to support the delivery of safety-critical training, and suggest how context and purpose of use may be a significant factor in the sense of presence and engagement in both virtual and physical simulated environments.
APA, Harvard, Vancouver, ISO, and other styles
45

Hakh, Samuel Benyamin. "Perjamuan Kudus Virtual di Rumah Anggota Jemaat: Analisis Alkitabiah tentang Kehadiran Allah berdasarkan Yohanes 4:21-24." DUNAMIS: Jurnal Teologi dan Pendidikan Kristiani 5, no. 2 (April 26, 2021): 460–80. http://dx.doi.org/10.30648/dun.v5i2.524.

Full text
Abstract:
Abstract. This article aimed to discuss issues that arise in dealing with the presence of God in the virtual communion in the homes of congregation members, during the Covid-19 pandemic from a biblical perspective. The problem is, is there a strong biblical basis that supports the understanding that God is present in the Eucharistic celebration which is practiced virtually by the pastor in the church without a physical presence of the congregation? The research method used to solve this problem was a qualitative research method by collecting library data from both books and journals in exploring the meaning of John 4:21-24. Through this discussion, the author offered a new biblical theological perspective on the presence of God, which transcends the limits of time and place in virtual Eucharistic ministry. God is Spirit. He cannot be limited by space and time. He is free to be present wherever He wishes.Abstrak. Artikel ini bertujuan untuk menyoroti persoalan yang timbul berkaitan dengan kehadiran Allah dalam Perjamuan Kudus virtual di rumah warga jemaat pada masa pandemi Covid-19 secara biblikal. Persoalannya adalah, apakah ada dasar biblis yang kuat, yang mendukung pandangan bahwa Allah hadir dalam perayaan Perjamuan Kudus yang dilakukan secara virtual oleh pendeta di gereja tanpa kehadiran jemaat secara fisik? Metode penelitian yang dipakai untuk memecahkan persoalan itu adalah metode penelitian kualitatif dengan menghimpun data kepustakaan baik dari buku maupun jurnal untuk menggali makna teks Yohanes 4:21-24. Melalui pembahasan itu, penulis menawarkan suatu perspektif baru secara biblis tentang kehadiran Allah, yang melampaui batas waktu dan tempat dalam pelayanan perjamuan kudus secara virtual. Allah itu Roh. Ia tidak bisa dibatasi oleh ruang dan waktu. Ia bebas hadir di mana pun Ia berkehendak.
APA, Harvard, Vancouver, ISO, and other styles
46

Wehden, Lars-Ole, Felix Reer, Robin Janzik, Wai Yen Tang, and Thorsten Quandt. "The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience." Media and Communication 9, no. 1 (January 6, 2021): 5–16. http://dx.doi.org/10.17645/mac.v9i1.3170.

Full text
Abstract:
Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (<em>N</em> = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.
APA, Harvard, Vancouver, ISO, and other styles
47

Marín-Morales, Javier, Juan Luis Higuera-Trujillo, Carla De-Juan-Ripoll, Carmen Llinares, Jaime Guixeres, Susana Iñarra, and Mariano Alcañiz. "Navigation Comparison between a Real and a Virtual Museum: Time-dependent Differences using a Head Mounted Display." Interacting with Computers 31, no. 2 (March 1, 2019): 208–20. http://dx.doi.org/10.1093/iwc/iwz018.

Full text
Abstract:
Abstract The validity of environmental simulations depends on their capacity to replicate responses produced in physical environments. However, very few studies validate navigation differences in immersive virtual environments, even though these can radically condition space perception and therefore alter the various evoked responses. The objective of this paper is to validate environmental simulations using 3D environments and head-mounted display devices, at behavioural level through navigation. A comparison is undertaken between the free exploration of an art exhibition in a physical museum and a simulation of the same experience. As a first perception validation, the virtual museum shows a high degree of presence. Movement patterns in both ‘museums’ show close similarities, and present significant differences at the beginning of the exploration in terms of the percentage of area explored and the time taken to undertake the tours. Therefore, the results show there are significant time-dependent differences in navigation patterns during the first 2 minutes of the tours. Subsequently, there are no significant differences in navigation in physical and virtual museums. These findings support the use of immersive virtual environments as empirical tools in human behavioural research at navigation level. Research highlights The latest generation HMDs show a high degree of presence. There are significant differences in navigation patterns during the first 2 minutes of a tour. Adaptation time need to be considered in future research. Training rooms need to be realistic, to avoid the ‘wow’ effect in the main experiment. Results support the use of Virtual Reality and the latest HMDs as empirical tools in human behavioural research at navigation level.
APA, Harvard, Vancouver, ISO, and other styles
48

Rzeszewski, Michał, and Leighton Evans. "Virtual place during quarantine – a curious case of VRChat." Rozwój Regionalny i Polityka Regionalna, no. 51 (November 19, 2020): 57–75. http://dx.doi.org/10.14746/rrpr.2020.51.06.

Full text
Abstract:
During the first months of the COVID-19 pandemic many governments imposed forced lockdowns and implemented social distancing measures. At the same time there was also a large increase in gaming sales, which was particularly pronounced in the Virtual Reality (VR) sector of the market. We hypothesize that this is no coincidence since VR immersion and the capability of inducing embodiment and a feeling of presence can mitigate the loss of contact with outside world. VR has social and spatial potential to provide space and place for human interactions in time when physical contracts are restricted. To investigate this, we analyse reviews of VRChat (a social VR game) posted on the Steam platform, both before and during the pandemic. Among several themes that were identified, we found indications that spatiality plays an important role in the players’ experience. Users describe virtual worlds of the game using emotional language that suggest bonding and presence of place attachment. In the reviews made during the pandemic there is a strong theme of safety associated with virtual places of VRChat – a replacement of physical space that is no longer accessible or is perceived as unsafe. At least for some users, VRChat has provided a sympathetic and comfortable environment during the pandemic to act as a surrogate for social interaction during social distancing and isolation. Future interviews with users are needed to extend and validate this preliminary research.
APA, Harvard, Vancouver, ISO, and other styles
49

Vonach, Emanuel, Christoph Schindler, and Hannes Kaufmann. "StARboard & TrACTOr: Actuated Tangibles in an Educational TAR Application." Multimodal Technologies and Interaction 5, no. 2 (February 9, 2021): 6. http://dx.doi.org/10.3390/mti5020006.

Full text
Abstract:
We explore the potential of direct haptic interaction in a novel approach to Tangible Augmented Reality in an educational context. Employing our prototyping platform ACTO, we developed a tabletop Augmented Reality application StARboard for sailing students. In this personal viewpoint environment virtual objects, e.g., sailing ships, are physically represented by actuated micro robots. These align with virtual objects, allowing direct physical interaction with the scene. When a user tries to pick up a virtual ship, its physical robot counterpart is grabbed instead. We also developed a tracking solution TrACTOr, employing a depth sensor to allow tracking independent of the table surface. In this paper we present concept and development of StARboard and TrACTOr. We report results of our user study with 18 participants using our prototype. They show that direct haptic interaction in tabletop AR scores en-par with traditional mouse interaction on a desktop setup in usability (mean SUS = 86.7 vs. 82.9) and performance (mean RTLX = 15.0 vs. 14.8), while outperforming the mouse in factors related to learning like presence (mean 6.0 vs 3.1) and absorption (mean 5.4 vs. 4.2). It was also rated the most fun (13× vs. 0×) and most suitable for learning (9× vs. 4×).
APA, Harvard, Vancouver, ISO, and other styles
50

North, Sarah M. "Effectiveness of Virtual Reality in the Motivational Processes of Learners." International Journal of Virtual Reality 2, no. 1 (January 1, 1996): 21–33. http://dx.doi.org/10.20870/ijvr.1996.2.1.2607.

Full text
Abstract:
This brief article reports on the use of virtual reality and its effectiveness on improving and maintaining learners' intrinsic motivation or interest. Research suggests that interest contributes to learning. Therefore a study of the impact of interests is essential to an understanding of intrinsic motivation. Since the virtual environment provides a sense of presence, it may be possible to create scenarios to stimulate the learners' curiosity and interest. Eighteen students, 11 males and 7 females, between 21 and 32 years old, served as subjects for the study. The experiment consisted of the physical world environment using wooden blocks, and the virtual world using virtual blocks. Both worlds used color and shape as variables. The two variables consisted of three shapes (sphere, pyramid, and cube), and three colors (red, green, and blue). In both worlds, the wooden blocks and virtual blocks had to be manipulated and arranged in nine different patterns. The first experiment started with a two-block pattern. At each step the difficulty was increased by increasing the number of blocks. The subject's score was based on a ten-point scale instrument administered at the end of each experiment. The scores ranged from very weak to very strong. The results were used to identify a significant difference between the subjects' performance in the virtual world and in physical world with respect to curiosity, interest, and sense of control. The interest level comparison indicated that for all subjects scores in the virtual world were always higher than the scores in the physical world. The sense of control level comparison indicated that in the beginning scores in the virtualworld were not always higher than the scores in the physical world. However, after orientation to navigation through the virtual environment, the mean score gradually rose. This research demonstrates that the virtual world is more useful than the physical world (with respect of color and shape) in increasing the memory span of the learner.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography