Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 251-281).The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in design overlooks the fact that Gibson's theory of perception encompasses the entire range of perceptual processes integrated with action, including kinesthesia and aff...
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a...
International audienceVirtual reality is an immersive experience based on computer-generated stimula...
This article focuses on the content, process, and outcome of the design brief titled virtual phenome...
Thesis (Master's)--University of Washington, 2019Common access to virtual reality and augmented real...
University of Minnesota M.S. thesis. August 2020. Major: Computer Science. Advisor: Pete Willemsen. ...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
The dominance of vision within the human sensory system, particularly in fields such as Architecture...
Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. Th...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
Within the last few years virtual reality has quickly become more popular and available to a larger ...
Although decades of scholarship have attempted to classify and measure many diverse experiences of p...
Through qualitative and exploratory research, this thesis project investigates how body st...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
This paper critiques existing methods and experimentation that use virtual reality (VR) and associat...
Immersive virtual environments can break the deep, everyday connection between where our senses tell...
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a...
International audienceVirtual reality is an immersive experience based on computer-generated stimula...
This article focuses on the content, process, and outcome of the design brief titled virtual phenome...
Thesis (Master's)--University of Washington, 2019Common access to virtual reality and augmented real...
University of Minnesota M.S. thesis. August 2020. Major: Computer Science. Advisor: Pete Willemsen. ...
While designing and evaluating virtual reality applica-tions, the user’s sense of presence plays a c...
The dominance of vision within the human sensory system, particularly in fields such as Architecture...
Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. Th...
Virtual reality (VR) systems have been increasingly used in recent years in various domains, such as...
Within the last few years virtual reality has quickly become more popular and available to a larger ...
Although decades of scholarship have attempted to classify and measure many diverse experiences of p...
Through qualitative and exploratory research, this thesis project investigates how body st...
Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construc...
This paper critiques existing methods and experimentation that use virtual reality (VR) and associat...
Immersive virtual environments can break the deep, everyday connection between where our senses tell...
In this thesis, the phenomena of immersion and presence are explored through three bodies of work: a...
International audienceVirtual reality is an immersive experience based on computer-generated stimula...
This article focuses on the content, process, and outcome of the design brief titled virtual phenome...