2007
DOI: 10.1016/j.futures.2006.11.009
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An overview of ethical and social issues in shared virtual environments

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Cited by 19 publications
(11 citation statements)
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References 20 publications
(19 reference statements)
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“…If we apply these assumptions to computer games, we suggest that games, which put high cognitive demand on the users (e.g., real-time strategy games) are more appealing for people open to new experiences than are games, which emphasize physical challenges like reaction time or hand-eye coordination (e.g., action games). As curiosity and receptiveness to new experiences and ideas are yet other aspects of openness, Schroeder's 22 assumption that virtual reality (VR) technologies can elicit stronger experiences of presence than conventional media such as TV might be particularly true for people with high openness scores. Thus, it is likely that the confrontation with a VR technology like a CAVE satisfies the curiosity of such individuals and therefore causes strong immersive experiences.…”
mentioning
confidence: 99%
“…If we apply these assumptions to computer games, we suggest that games, which put high cognitive demand on the users (e.g., real-time strategy games) are more appealing for people open to new experiences than are games, which emphasize physical challenges like reaction time or hand-eye coordination (e.g., action games). As curiosity and receptiveness to new experiences and ideas are yet other aspects of openness, Schroeder's 22 assumption that virtual reality (VR) technologies can elicit stronger experiences of presence than conventional media such as TV might be particularly true for people with high openness scores. Thus, it is likely that the confrontation with a VR technology like a CAVE satisfies the curiosity of such individuals and therefore causes strong immersive experiences.…”
mentioning
confidence: 99%
“…(Green 1999, S. 410) Konkrete Anwendungsfelder, die in den relevanten Artikeln zu VR diskutiert werden, sind insb. Kommunikation (Palmer 1995;Schroeder 2007) und Aus-bzw. Weiterbildung (Girvan 2018;Fox et al 2009).…”
Section: Sozialwissenschaftenunclassified
“…B. Head-Mounted-Displays) sensorisch ausgelöste Gefühl der VR-Anwender, in einer anderen Welt wirklich präsent zu sein (u. a. Biocca und Delaney 1995;Schroeder 2007), wobei der Feedback-Loop durch die Input-und Output-Schnittstellen die Wahrnehmung der virtuellen Welt und die der analog umgebenden Welt in Einklang bringen soll-te (Biocca und Delaney 1995;Heim 1998). Wird dieser Grad an Immersion umfänglich erreicht, so spricht man von Telepräsenz (Heim 1998;Lee 2004).…”
Section: Sozialwissenschaftenunclassified
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“…VR technology intention is to provide users with a feeling of "being there" (S. Ellis, 1995), thus from a shared virtual reality environment it is expected that the users get the copresence feeling, that is, "being there together" and interacting with other users (Schroeder, 2007). It is clear that the co-presence feeling is influenced by many factors of the used technology such as bandwidth or fidelity of input/output devices.…”
Section: Muves Support the Formation Of Virtual Communities And Terms...mentioning
confidence: 99%