2006
DOI: 10.1111/j.1083-6101.1997.tb00070.x
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The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments [1]

Abstract: How does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the introduction of the cyborg's dilemma, a paradoxical situation in w… Show more

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Cited by 754 publications
(638 citation statements)
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References 36 publications
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“…A characteristic of such glasses, i.e. immersion, arises from the head-mounted display and a restriction of what a user can see [3]. Immersion is an individual's total engagement to a particular interaction or task while all other attentional demands are ignored [1].…”
Section: Introductionmentioning
confidence: 99%
“…A characteristic of such glasses, i.e. immersion, arises from the head-mounted display and a restriction of what a user can see [3]. Immersion is an individual's total engagement to a particular interaction or task while all other attentional demands are ignored [1].…”
Section: Introductionmentioning
confidence: 99%
“…É interessante pensar, a partir desse dado, sobre o fato de que o Eu que está sendo representado por um corpo virtual perfeito continua inescapavelmente vinculado ao seu corpo físico. Em sua discussão de como a representação do corpo em ambientes virtuais afeta a psique, Biocca (1997) enfatiza o conflito entre o corpo objetivo e o fenomenológico. Taylor (2002) afirma que os usuários estão sempre trabalhando pela reconciliação de seus corpos on-line e off-line.…”
Section: Discussionunclassified
“…Theoretically, it is also a better measure. Indeed, embodiment creates a powerful and very realistic experience for the players and it represents the strongest mechanism for identification with a virtual representation (Biocca 1997;Klimmt et al 2010). Such a detailed procedure could have been mentioned in the original article and indeed, it was subsequently amended through a specific comment made in accordance with the PLOS ONE editor on the website of the journal (http://journals.plos.org/plosone/article/comments?…”
Section: Identification With the Game Charactermentioning
confidence: 99%