Immersed in Media 2015
DOI: 10.1007/978-3-319-10190-3_9
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An Integrative Approach to Presence and Self-Motion Perception Research

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Cited by 16 publications
(14 citation statements)
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References 130 publications
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“…Well-designed locomotion interfaces can improve the experience and performance in virtual environments (VE) [22]. Yet, despite recent advances in virtual reality (VR) technology, supporting effective spatial orientation and providing a compelling sensation of self-motion through the VE remains challenging [27]. While modern VR systems allow for photorealistic graphics, users typically perceive simulated selfmotions not as actual and embodied self-motion, but rather as camera motion [26].…”
Section: Introductionmentioning
confidence: 99%
“…Well-designed locomotion interfaces can improve the experience and performance in virtual environments (VE) [22]. Yet, despite recent advances in virtual reality (VR) technology, supporting effective spatial orientation and providing a compelling sensation of self-motion through the VE remains challenging [27]. While modern VR systems allow for photorealistic graphics, users typically perceive simulated selfmotions not as actual and embodied self-motion, but rather as camera motion [26].…”
Section: Introductionmentioning
confidence: 99%
“…Despite recent advancements in virtual reality (VR) technology, there is a need for effective and easy to use locomotion interfaces [1]. In particular, with affordable head-mounted displays (HMDs) such as HTC Vive, Oculus Rift, and Samsung GearVR quickly becoming more widespread, research in embodied navigation systems and techniques is especially relevant given the consumers' interest in these highly immersive experiences.…”
Section: Introductionmentioning
confidence: 99%
“…Future research may investigate possible correlations between subjective ratings of immersion and vection intensity ratings. This seems conceivable, given that spatial presence in a simulated VE has been previously found to correlate with the convincingness of vection, and involvement in the VE was correlated with vection onset latencies ( Riecke et al, 2006 ; Riecke and Schulte-Pelkum, 2015 ).…”
Section: Methodsmentioning
confidence: 93%
“…Due to its ability to invoke powerful and embodied sensations of self-movement, vection has also been discussed over the last decade as a means for improving VR and other self-motion simulations, where physical navigation is often unfeasible (see Riecke, 2011 , for a review). As such, extensive research has been conducted to determine what factors may elicit, enhance, and prolong vection, both in the context of psychology research (see reviews in Dichgans and Brandt, 1978 ; Mergner and Becker, 1990 ; Warren and Wertheim, 1990 ; Palmisano et al, 2011 ) and, to a lesser degree, VR research ( Riecke, 2011 ; Hettinger et al, 2014 ; Riecke and Schulte-Pelkum, 2015 ).…”
Section: Introductionmentioning
confidence: 99%