1998
DOI: 10.1016/s0141-9382(98)00022-5
|View full text |Cite
|
Sign up to set email alerts
|

Perceived depth and the feeling of presence in 3DTV

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

10
94
2
5

Year Published

2012
2012
2018
2018

Publication Types

Select...
6
4

Relationship

0
10

Authors

Journals

citations
Cited by 179 publications
(112 citation statements)
references
References 13 publications
10
94
2
5
Order By: Relevance
“…Selain itu juga kemampuan untuk mengontrol gerakan kamera senatural mungkin dengan gerakan manusia akan membuat operator semakin immerse dengan robotnya, seperti ditunjukan oleh Ijsselsteijn [10] dan Drascic [11] dimana operator menggunakan Head mounted display untuk menampilkan informasi visual dan menggerakan kamera. Kamera akan bergerak sesuai dengan gerakan kepala operatornya.…”
Section: Studi Pustakaunclassified
“…Selain itu juga kemampuan untuk mengontrol gerakan kamera senatural mungkin dengan gerakan manusia akan membuat operator semakin immerse dengan robotnya, seperti ditunjukan oleh Ijsselsteijn [10] dan Drascic [11] dimana operator menggunakan Head mounted display untuk menampilkan informasi visual dan menggerakan kamera. Kamera akan bergerak sesuai dengan gerakan kepala operatornya.…”
Section: Studi Pustakaunclassified
“…Setting aside for a moment the issues regarding definitions and terminology surrounding immersion, an objective measure for the evaluation of immersion in VR systems must deal in more tangible and explicit aspects of such systems. The influence that the actual technology used in the level of immersion that may be achieved is well documented through studies that measure the effects of screen size on immersion and the ensuing user attitudes and intents to use (Hou, Nam, Peng, & Lee, 2012), (Biocca, Daugherty, Chae, & Li, 2001) and similar studies on the technical aspects of systems such as depth perception in three dimensional viewing experiences and their influence on immersion (Ijsselsteijn, Ridder, Bouwhuis, & Freeman, 1997). While previous studies exist that propose objective measures for the measurement of immersion, they are based on the measurement of variables such as screen size, resolution, control methods, and latency (Cairns, Berthouze, Dopharee, & Jennet, 2006), or cognitive factors such as imagination, suspension of disbelief, interactivity, sensory completeness, fatigue, disorientation (Psotka & Davison, 1993) -all of which are valid constructs with which immersion has been measured, they are elements of VR system design developed and tailored to post facto immersion and presence studies without the theoretical basis of a theory as to why such elements are effective in immersion.…”
Section: Immersion: Checking the Depth Of The Pool Without Getting Wetmentioning
confidence: 99%
“…Other than them, icon criteria applied to television developed by SAM created in 1980 were used by Lang, Gieger, Strickwerda & Summer (1993) [26]. Slater, Usoh & Steeds (1994) created SUS (Slater, Usoh, & Steeds) questionnaires, and IJsselsteijn, Ridder, Hamberg, Bouwhuis & Freeman (1998) [27] created SSCQE survey. In addition, Lombard, Reich, Grabe, Bracken & Ditton (2000) [28] divided into high presence and low presence creating the television survey to verify presence experience for watching TV.…”
Section: Figure 8 Immersive Tendency Quesitonnairesmentioning
confidence: 99%