Virtual worlds aim to give users a sense of being present in these environments by sharing that space and experiences with others. We analyse physical presence and togetherness for social interactions in virtual worlds, based on the users ’ report of two different platforms available on the internet and discuss how real this presence can be by adding new technologies to existing ones.
Research on virtual environments has provided insights into the experience of presence (or being the...
Even though e-learning endeavors have significantly proliferated in recent years, current e-learning...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
This Forum article discusses the relationships among people, their avatars, and their virtual enviro...
AbstractThree dimensional (3D) virtual worlds are regarded as possessing strong capabilities to supp...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Virtual worlds are increasingly evolving into Internet-mediated “spaces”, where large groups of peop...
Every day in countless interactions you and I use media to immerse ourselves in virtual environments...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
Virtual environments define a new interface for networked multimedia applications. The sense of &quo...
Presence, the experience of ‘being there’ in a mediated environment, has become closely associated w...
Social presence, or the feeling of being there with a real person, is a crucial component of inter...
Social presence in online learning communities may be defined as the degree to which a learner feels...
This study investigated the relationship among three types of presences, including place presence, s...
In this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A ...
Research on virtual environments has provided insights into the experience of presence (or being the...
Even though e-learning endeavors have significantly proliferated in recent years, current e-learning...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
This Forum article discusses the relationships among people, their avatars, and their virtual enviro...
AbstractThree dimensional (3D) virtual worlds are regarded as possessing strong capabilities to supp...
As computer-mediated work continues to evolve, and online interactions between individuals become mo...
Virtual worlds are increasingly evolving into Internet-mediated “spaces”, where large groups of peop...
Every day in countless interactions you and I use media to immerse ourselves in virtual environments...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
Virtual environments define a new interface for networked multimedia applications. The sense of &quo...
Presence, the experience of ‘being there’ in a mediated environment, has become closely associated w...
Social presence, or the feeling of being there with a real person, is a crucial component of inter...
Social presence in online learning communities may be defined as the degree to which a learner feels...
This study investigated the relationship among three types of presences, including place presence, s...
In this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A ...
Research on virtual environments has provided insights into the experience of presence (or being the...
Even though e-learning endeavors have significantly proliferated in recent years, current e-learning...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...