BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual environment, emerges if an individual perceives himself as 1) if he were actually located (self-location) and 2) able to act in the virtual environment (possible actions). In this study, two main media factors (perspective and agency) were investigated while participants played a commercially available video game. METHODS: The differences in SP experience and associated brain activation were compared between the conditions of game play in first person perspective (1PP) and third person perspective (3PP) as well as between agency, i.e., active navigation of the video game character (active) , and non-agency, i.e., mere passive observation (pass...
Abstract A key affordance of virtual reality is the capability of immersive VR to pr...
Current design of virtual reality (VR) applications relies essentially on the transposition of users...
Over the past decade virtual reality (VR) has shown some major advancements in research and developm...
Advanced media technologies, such as video games, provide people with brand new media experiences in...
Attention allocation towards the mediated environment is assumed to be a necessary precondition to f...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented ...
One aim of virtual reality technology is to immerse the user in a digital environment that is distin...
Previous research has suggested that cognitive functions such as execution, attention, memory, and p...
Literature in the study of human response to immersive virtual reality systems often deals with the ...
[EN] In the field of virtual reality (VR), many efforts have been made to analyze presence, the sens...
Research suggests that high-resolution, stereoscopic 3D graphics lead to the experiencing of spatial...
During interaction with computer-based 3-D simulations like virtual reality, users may experience a ...
[EN] In the virtual reality field, presence refers to the sense of being there in the virtual world....
Virtual reality (VR) is a powerful tool for simulating aspects of the real world. The success of VR ...
Abstract A key affordance of virtual reality is the capability of immersive VR to pr...
Current design of virtual reality (VR) applications relies essentially on the transposition of users...
Over the past decade virtual reality (VR) has shown some major advancements in research and developm...
Advanced media technologies, such as video games, provide people with brand new media experiences in...
Attention allocation towards the mediated environment is assumed to be a necessary precondition to f...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
Virtual reality (VR) provides a virtual experiment (VE) context consisting of information presented ...
One aim of virtual reality technology is to immerse the user in a digital environment that is distin...
Previous research has suggested that cognitive functions such as execution, attention, memory, and p...
Literature in the study of human response to immersive virtual reality systems often deals with the ...
[EN] In the field of virtual reality (VR), many efforts have been made to analyze presence, the sens...
Research suggests that high-resolution, stereoscopic 3D graphics lead to the experiencing of spatial...
During interaction with computer-based 3-D simulations like virtual reality, users may experience a ...
[EN] In the virtual reality field, presence refers to the sense of being there in the virtual world....
Virtual reality (VR) is a powerful tool for simulating aspects of the real world. The success of VR ...
Abstract A key affordance of virtual reality is the capability of immersive VR to pr...
Current design of virtual reality (VR) applications relies essentially on the transposition of users...
Over the past decade virtual reality (VR) has shown some major advancements in research and developm...