The purpose of this paper is to explore the relationships between embodiment, presence and immersion in contemporary forms of VR. The term virtual reality (VR) refers to the generation of three-dimensional environments using computer-graphics or 360° video imagery. Using VR headsets such as Google Daydream, HTC Vive, Oculus Rift, Samsung Gear and Sony PlayStation™ (PSVR) it is possible to remove visual stimuli from the outside world, replacing them with computer-generated or video imagery, to create a sense of being present within another realm. At present, commercially available hand-held devices such as motion controllers do not replicate the weight, solidity or surface texture of objects. However, these hand-held devices do enable us to ...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
This essay examines embodied experience in virtual reality (VR) theatre, performance art, and instal...
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity t...
This paper raises the question of why movement base interaction is important in Virtual Reality (VR)...
Although decades of scholarship have attempted to classify and measure many diverse experiences of p...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality (...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
This paper critiques existing methods and experimentation that use virtual reality (VR) and associat...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
This essay examines embodied experience in virtual reality (VR) theatre, performance art, and instal...
The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity t...
This paper raises the question of why movement base interaction is important in Virtual Reality (VR)...
Although decades of scholarship have attempted to classify and measure many diverse experiences of p...
From the earliest days of video game studies as a field, and before - with discussions of virtual re...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
This paper considers the experience of embodiment in current and (possible) future virtual reality (...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
This paper considers the experience of embodiment in current and (possible) future virtual reality a...
The technology availability and hype of virtual reality has intersected as of 2016, bringing a lot o...
This paper critiques existing methods and experimentation that use virtual reality (VR) and associat...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
The following paper attempts to look at virtual reality technologies—and the (dis)embodiment affecte...
This essay examines embodied experience in virtual reality (VR) theatre, performance art, and instal...