2001
DOI: 10.1089/109493101300117893
|View full text |Cite
|
Sign up to set email alerts
|

Focus, Locus, and Sensus: The Three Dimensions of Virtual Experience

Abstract: A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can als… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

2
70
0
1

Year Published

2006
2006
2017
2017

Publication Types

Select...
4
3
2

Relationship

0
9

Authors

Journals

citations
Cited by 95 publications
(73 citation statements)
references
References 13 publications
2
70
0
1
Order By: Relevance
“…From a cognitive standpoint, the sense of presence in virtual worlds is a matter of where and how to allocate attentional resources. The more users attend to the public, shared world of virtual experience (rather than the private, imagined world of the mind or the physical experience of the "real" world), and are consciously (rather than unconsciously) aroused by events in the virtual world, the greater their sense of presence in the virtual world (Waterworth and Waterworth 2001).…”
Section: Perspectives For Studying Virtual Worldsmentioning
confidence: 99%
“…From a cognitive standpoint, the sense of presence in virtual worlds is a matter of where and how to allocate attentional resources. The more users attend to the public, shared world of virtual experience (rather than the private, imagined world of the mind or the physical experience of the "real" world), and are consciously (rather than unconsciously) aroused by events in the virtual world, the greater their sense of presence in the virtual world (Waterworth and Waterworth 2001).…”
Section: Perspectives For Studying Virtual Worldsmentioning
confidence: 99%
“…The reader is also referred to our earlier publications on this topic, in particular Waterworth & Waterworth (2001), Riva et al (2004), and Waterworth et al (2010). In the rest of this section, we take the opportunity to discuss other candidates for realising presence through a different form of expanded embodiment.…”
Section: Expanded Embodiment: Embodiment Without a Body?mentioning
confidence: 99%
“…Experienced variations in the strength of this feeling provide vital information to the organism in its struggle for survival (see Waterworth et al, 2010 for more details). A useful definition of presence must have implications for what is not presence (Floridi, 2004) and we have previously termed this "absence", a state of absorption in the internal world of the mind detached from the current perceptual flow (Waterworth & Waterworth 2001. Our view of presence is thus closely related to embodiment in the external world and to attention.…”
Section: Introduction To Chapter 2: Presence and Three Categories Of mentioning
confidence: 99%
“…Riva and Waterworth's different levels of presence in VR closely correspond to the 'layers of the self' proposed by Damasio (1999), i.e., the proto-self (to which the proto-presence corresponds), the core-self (the core-presence in VR), and the autobiographical self (the extended presence in VR). To situate these levels of presence within the general picture of VR, Riva and Waterworth introduced additional dimensions of focus, locus, and sensus (Riva, Waterworth & Waterworth, 2004; see also Waterworth & Waterworth, 2001). "Focus can be seen as the degree to which the three layers of presence are integrated toward a particular situation" and is maximal "when the three levels are working in concert", i.e., proto, core, and extended presence are coherent.…”
Section: Self-consciousnessmentioning
confidence: 99%