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Issue No.04 - July/August (2007 vol.27)
pp: 90-93
Mel Slater , ICREA—Universitat Politècnica de Catalunya and University College London
Antonio Frisoli , Scuola di Studi Universitari e di Perfezionamento Sant'Anna
Franco Tecchia , Scuola di Studi Universitari e di Perfezionamento Sant'Anna
Christoph Guger , Guger Technologies OEG
Beau Lotto , University College London
Anthony Steed , University College London
Gert Pfurtscheller , Graz University of Technology
Robert Leeb , Graz University of Technology
Miriam Reiner , Israel Institute of Technology
Maria V. Sanchez-Vives , Universidad Miguel Hernandez-CSIC, Alicante
Paul Verschure , ICREA—Universitat Pompeu Fabra and Barcelona Media
Ulysses Bernardet , ICREA—Universitat Pompeu Fabra and Barcelona Media
ABSTRACT
The Presenccia project takes an operational approach to the concept of presence. Presenccia's approach lets the project team assess the extent of presence using tools beyond traditional questionnaires, and therefore avoid many of the problems involved with sole reliance on these. Instead, the team considers the extent to which mixed reality and VR participants realistically respond to virtually generated sensory data. Specifically, they measure the similarity of their response with what they might observe or predict if the sensory data—the situation, place, or events—were real, rather than virtual. This article describes the project's research highlights.
INDEX TERMS
Presenccia, presence, virtual reality, mixed reality
CITATION
Mel Slater, Antonio Frisoli, Franco Tecchia, Christoph Guger, Beau Lotto, Anthony Steed, Gert Pfurtscheller, Robert Leeb, Miriam Reiner, Maria V. Sanchez-Vives, Paul Verschure, Ulysses Bernardet, "Understanding and Realizing Presence in the Presenccia Project", IEEE Computer Graphics and Applications, vol.27, no. 4, pp. 90-93, July/August 2007, doi:10.1109/MCG.2007.93
REFERENCES
1. M.V. Sanchez-Vives and M. Slater, "From Presence to Consciousness through Virtual Reality," Nature Reviews Neuroscience, vol. 6, no. 4, 2005, pp. 332–339.
2. M. Usoh et al., "Walking > Walking-in-Place > Flying, in Virtual Environments," Proc. 26th Int'l Conf. Computer Graphics and Interactive Techniques (Siggraph), ACM Press, 1999, pp. 359–364.
3. M. Botvinick and J. Cohen, "Rubber Hands "Feel' Touch that Eyes See," Nature, 1998, vol. 391, no. 6669, p. 756.
4. R. Leeb et al., "Walking by Thinking: The Brainwaves are Crucial, Not the Muscles!" Presence-Teleoperators and Virtual Environments, vol. 15, no. 5, 2006, pp. 500–514.
5. K. Eng et al., "Design for a Brain Revisited: The Neuromorphic Design and Functionality of the Interactive Space 'Ada,'" Rev. Neurosci., vol. 14, nos. 1–2, 2003, pp. 145–180.
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