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dc.contributor.authorHodges, Larry F.
dc.contributor.authorKooper, Rob
dc.contributor.authorMeyer, Thomas C.
dc.contributor.authorDe Graaff, Johannes J. (Hans)
dc.contributor.authorRothbaum, Barbara O.
dc.contributor.authorOpdyke, Dan
dc.contributor.authorWilliford, James S.
dc.contributor.authorNorth, Max M.
dc.date.accessioned2004-11-09T15:14:47Z
dc.date.available2004-11-09T15:14:47Z
dc.date.issued1994
dc.identifier.urihttp://hdl.handle.net/1853/3584
dc.description.abstractThe sense of presence that a user experiences in a virtual environment is perhaps the best known attribute of virtual reality. It is an appeal to this sense of presence that is used to distinguish virtual reality as something different from merely a multimedia system or an interactive computer graphics display. Our basic understanding of presence, however, is still primarily anecdotal in nature. We have yet to rigorously explore basic questions about the nature of presence. We describe an application of virtual reality, virtual reality graded exposure (VRGE), in which a sense of presence is the salient factor determining the success of the application. Sujective and objective data from a clinical study on the usefulness of VRGE for treating persons with acrophobia is analyzed as experimental evidence for formulating several assertions about the characteristics and nature of presence. We then discuss the implications of our assertions on several open questions concerning the definition, quantification and usefulness of presenceen
dc.format.extent43049 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.publisherGeorgia Institute of Technologyen
dc.relation.ispartofseriesGVU Technical Report;GIT-GVU-94-06
dc.subjectVirtual realityen
dc.subjectVirtual reality graded exposure (VRGE)en
dc.subjectPresenseen
dc.titlePresence as the Defining Factor in a VR Applicationen
dc.typeTechnical Reporten


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