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Understanding and realizing presence in the Presenccia Project

Autor
Slater, M.; Frisoli, A.; Tecchia, F.; Guger, C.; Lotto, B.; Steed, A.; Pfurtscheller, G.; Leeb, R.; Reiner, M.; Sánchez-Vives, M.; Verschure, P.; Bernardet, U.
Tipus d'activitat
Article en revista
Revista
IEEE computer graphics and applications
Data de publicació
2009
Volum
27
Número
4
Pàgina inicial
90
Pàgina final
93
DOI
https://doi.org/10.1109/MCG.2007.93 Obrir en finestra nova
Repositori
http://hdl.handle.net/2117/6690 Obrir en finestra nova
URL
http://www.computer.org/portal/web/csdl/magazines/cga;jsessionid=A3FDA193A321D474172053187113B496#4 Obrir en finestra nova
Resum
People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational appro...
Citació
Slater, M. [et al.]. Understanding and realizing presence in the Presenccia Project. "IEEE computer graphics and applications", 2009, vol. 27, núm. 4, p. 90-93.

Participants

  • Slater, Melvyn  (autor)
  • Frisoli, Antonio  (autor)
  • Tecchia, Franco  (autor)
  • Guger, Christoph  (autor)
  • Lotto, Beau  (autor)
  • Steed, Anthony  (autor)
  • Pfurtscheller, Gert  (autor)
  • Leeb, Robert  (autor)
  • Reiner, Miriam  (autor)
  • Sánchez-Vives, Maria V.  (autor)
  • Verschure, Paul  (autor)
  • Bernardet, Ulysses  (autor)