2014
DOI: 10.1201/b17360-3
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Virtual Environments in the Twenty-First Century

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Cited by 10 publications
(13 citation statements)
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References 49 publications
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“…Rather, they broadly include computer‐generated environments that simulate the physical presence of people, objects and realistic sensory experiences (Freeman et al , ; Steuer, ). Therefore, many early VR forms used in K‐12 and higher education settings were desktop‐based virtual learning environments (Merchant, Goetz, Cifuentes, Keeney‐Kennicutt, & Davis, ) and provided direct and egocentric experiences created by illusory auditory and visual stimuli (Stanney, Hale, & Zyda, ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Rather, they broadly include computer‐generated environments that simulate the physical presence of people, objects and realistic sensory experiences (Freeman et al , ; Steuer, ). Therefore, many early VR forms used in K‐12 and higher education settings were desktop‐based virtual learning environments (Merchant, Goetz, Cifuentes, Keeney‐Kennicutt, & Davis, ) and provided direct and egocentric experiences created by illusory auditory and visual stimuli (Stanney, Hale, & Zyda, ).…”
Section: Literature Reviewmentioning
confidence: 99%
“…We found the students’ adaptability to be better in the active model than in the passive model. We used the sense of presence to discuss the customer experience because presence is an important index for the evaluation of a virtual environment system (Lombard & Ditton, ; Stanney, ; Stanney & Zyda, ; Thalmann & Thalmann, , ). We also realized that presence can be measured by the heart rate (IJsselsteijn, de Ridder, Freeman, & Avons, ; Wiederhold, Davis, & Wiederhold, ), and the heart rate can be analyzed with the theory of complexity with MSE (Costa et al., ; Hung & Jiang, 2010).…”
Section: Discussionmentioning
confidence: 99%
“…Lombard and Ditton (1997) proposed the concept of "presence" as a crucial factor for evaluating a virtual environment. Stanney (2003), Stanney and Zyda (2002), and Thalmann (1994a, 1994b) also argued that, if virtual reality could induce more presence, the orresponding evaluation would be higher.…”
Section: Figurementioning
confidence: 99%
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“…Virtual worlds are more immersive than social media such as Facebook or Twitter (Wasko et al, ) as they allow forms of socialness unlike other technologies (Goel, Johnson, Junglas, & Ives, ). Avatars offer affordances of a “real” human body (Schultze, ), enabling exploration of these immersive technical environments and interactions with other users (Stanney, Hale, & Zyda, ). Virtual worlds contain visual representations (Martončik & Lokša, ) of objects such as trees, rivers, and mountains and may look like the physical world (Castronova, ), or a world based on fantasy (Schultze & Rennecker, ).…”
Section: Contextual Backgroundmentioning
confidence: 99%