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1

Bojanova, Irena. "Physical Presence through Virtual Worlds." IT Professional 13, no. 4 (2011): 4–5. http://dx.doi.org/10.1109/mitp.2011.66.

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Stanca, Liana, Cristina Felea, Ramona Lacurezeanu, and Christian Schuster. "The digitisation - measuring physical and virtual presence." Studia Universitatis Babeș-Bolyai Digitalia 62, no. 1 (2017): 112–32. http://dx.doi.org/10.24193/subbdigitalia.2017.1.09.

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3

Mantovani, Giuseppe, and Giuseppe Riva. "“Real” Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence." Presence: Teleoperators and Virtual Environments 8, no. 5 (1999): 540–50. http://dx.doi.org/10.1162/105474699566459.

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This article claims that the meaning of presence is closely linked to the concept we have of reality, i.e., to the ontology that we more or less explicitly adopt. Different ontological stances support different criteria for presence, telepresence, and virtual presence. We propose a cultural conception of presence that challenges the current idea that experiencing a real or simulated environment deals essentially with perceiving its “objective” physical features. We reject commonsense ingenuous realism and its dualism opposing external reality and internal ideas. In our perspective, presence in
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Terbeck, Sylvia, Jaysan Charlesford, Heather Clemans, et al. "Physical Presence during Moral Action in Immersive Virtual Reality." International Journal of Environmental Research and Public Health 18, no. 15 (2021): 8039. http://dx.doi.org/10.3390/ijerph18158039.

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Research on morality has focused on differences in moral judgment and action. In this study, we investigated self-reported moral reasoning after a hypothetical moral dilemma was presented on paper, and moral reasoning after that very same dilemma was experienced in immersive virtual reality (IVR). We asked open-ended questions and used content analysis to determine moral reasoning in a sample of 107 participants. We found that participants referred significantly more often to abstract principles and consequences for themselves (i.e., it is against the law) after the paper-based moral dilemma c
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Fox, Jesse, Jeremy Bailenson, and Joseph Binney. "Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar." Presence: Teleoperators and Virtual Environments 18, no. 4 (2009): 294–303. http://dx.doi.org/10.1162/pres.18.4.294.

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In this study, the role of presence in the imitation of a virtual model was examined. Immersive virtual environment technology (IVET) was used to create photorealistic virtual representations of the self that were depicted eating food in a virtual world. Changes in the virtual environment (via a changing or unchanging body) were incorporated to create variance in perceived subjective presence. Based on previous research, presence was hypothesized to affect the relationship between the environmental manipulations and the behavioral outcome of imitating the avatar's eating behavior. Here we show
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Shin, Yun-Jeong, Hyeyon Seon, Do-Yeon Lee, Young-Suk Choi, Jie-Hye Han, and Yeoju Chung. "Validation of Self-Presence in Virtual Reality Questionnaire." Jounral of Educational Therapist 16, no. 1 (2024): 191–213. http://dx.doi.org/10.35185/kjet.16.1.10.

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Self-presence in virtual reality is the degree to which a user identifies with their avatar, which increases the sense of reality and immersion. This study aims to validate the Self-Presence Questionnaire (SPQ), developed by Ratan and Hasler (2009). The original 23 items of the SPQ scale were translated and back-translated by a counseling expert fluent in both Korean and English and cross-reviewed. Exploratory factor analysis was conducted using data from 575 college students to determine the number of sub-factors, and the construct validity of the model was verified using Exploratory Structur
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Stanca, Romeo, and Rodica Sobolu. "Measuring Physical and Virtual Presence in the digital economy era." Studia Universitatis Babeș-Bolyai Digitalia 63, no. 1 (2018): 69–80. http://dx.doi.org/10.24193/subbdigitalia.2018.1.05.

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8

Blair, Charlotte. "IMS2011 Virtual Presence." IEEE Microwave Magazine 12, no. 3 (2011): 70. http://dx.doi.org/10.1109/mmm.2011.940315.

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Cruz, Armando, Hugo Paredes, Leonel Morgado, and Paulo Martins. "Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension." JUCS - Journal of Universal Computer Science 27, no. (9) (2021): 913–54. https://doi.org/10.3897/jucs.74166.

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Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxon
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10

Flower, Lisa. "Virtual Justice Rituals: A Sociological Examination of the Transition from Physical Presence to Virtual Participation." European Journal of Crime, Criminal Law and Criminal Justice 33, no. 1-2 (2025): 64–83. https://doi.org/10.1163/15718174-bja10065.

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Abstract This paper explores the sociological impact of transitioning justice rituals in physical criminal courtrooms to virtual justice rituals. Traditionally, criminal courtroom rituals – often associated with formal architecture, dress codes, and ceremonial symbols but also including fuzzier aspects such as sensorial experiences and atmospheres – are understood as reinforcing authority, fairness, and legitimacy. In virtual settings, however, these significant cues may become diluted or lost, affecting participants’ perceptions of trial solemnity and legitimacy. By analyzing the dynamics of
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11

Venable, Hannah Lyn. "The Weight of Bodily Presence in Art and Liturgy." Religions 12, no. 3 (2021): 164. http://dx.doi.org/10.3390/rel12030164.

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This essay addresses the question of virtual church, particularly on whether or not liturgy can be done virtually. We will approach our subject from a somewhat unusual perspective by looking to types of aesthetic experiences which we have been doing “virtually” for a long time. By exploring how we experience art in virtual and physical contexts, we gain insight into the corresponding experiences in liturgical practices. Drawing on Mikel Dufrenne, Maurice Merleau-Ponty and Gabriel Marcel, I first examine the importance of the body when we experience “presence” in aesthetic environments. Next, I
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12

Wilkinson, Michael, Sean Brantley, and Jing Feng. "A Mini Review of Presence and Immersion in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (2021): 1099–103. http://dx.doi.org/10.1177/1071181321651148.

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Virtual reality technology is constantly improving such that a virtual environment is more like a physical one. However, some research evidence suggest that certain virtual reality scenarios are less real than others to human observers (e.g., experience of falling from a high place) leading to potential limitations of using virtual reality as a research tool for certain tasks. Moreover, since the inception of VR research the terms presence and immersion have been somewhat convoluted and at times, even used interchangeably. Using a thematic content analysis based on seventeen articles, a theme
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Datcu, Dragos, Stephan Lukosch, and Heide Lukosch. "A Collaborative Game to Study Presence and Situational Awareness in a Physical and an Augmented Reality Environment." JUCS - Journal of Universal Computer Science 22, no. (2) (2016): 247–70. https://doi.org/10.3217/jucs-022-02-0247.

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While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational awareness and presence in a physical and an AR environment. The game is employed as an approximation of collaboratively solving complex problems. The goal of the game is to jointly build a tower with either physical blocks in a physical environment or virtual blocks in an augmented reality environment. A fi
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Azevedo, António Sérgio, Joaquim Jorge, and Pedro Campos. "Combining EEG Data with Place and Plausibility Responses as an Approach to Measuring Presence in Outdoor Virtual Environments." Presence: Teleoperators and Virtual Environments 23, no. 4 (2014): 354–68. http://dx.doi.org/10.1162/pres_a_00205.

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Outdoor virtual environments (OVEs) are becoming increasingly popular, as they allow a sense of presence in places that are inaccessible or protected from human intervention. These virtual environments (VEs) need to address physical modalities other than vision and hearing. We analyze the influence of four different physical modalities (vision, hearing, haptics, and olfaction) on the sense of presence on a virtual journey through the sea and the Laurissilva Forest of Funchal, Portugal. We applied Slater et al.'s (2010) method together with data gathered by the Emotiv EPOC EEG in an OVE setting
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Jakovljević, Nemanja, and Jovanka Jakovljević. "Attitudes of auditors in the Republic of Serbia about using of virtual meetings." Ekonomski pogledi 24, no. 2 (2022): 97–126. http://dx.doi.org/10.5937/ep24-39222.

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The Covid-19 has significantly changed the way we live and work. The way viruses are transmitted and people become infected has caused social distancing and avoidance of mutual contacts, which is largely reflected in the way audit meetings are held, which, unlike the previous reliance on physical presence in the office and direct communication between members of the audit team and others moved to a new environment that can be considered virtual. In most cases, meetings are held using internet applications without physical presence. The subject of the research is to examine the attitudes of res
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Kohonen-Aho, Laura, and Pauli Alin. "Introducing a Video-Based Strategy for Theorizing Social Presence Emergence in 3D Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 2 (2015): 113–31. http://dx.doi.org/10.1162/pres_a_00222.

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Researchers have recently suggested that although new technologies (e.g., 3D virtual environments) can enhance social presence in virtual teams, social presence is nontechnological in nature. Others have specified that social presence emerges in social interaction through copresence, psychological involvement, and behavioral engagement. However, current research methods do not fully capture the emergent nature of social presence in 3D virtual environments. We address this shortcoming by developing a novel research strategy for theorizing social presence emergence in 3D virtual environments. Th
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17

Felnhofer, Anna, Helmut Hlavacs, Leon Beutl, Ilse Kryspin-Exner, and Oswald D. Kothgassner. "Physical Presence, Social Presence, and Anxiety in Participants with Social Anxiety Disorder During Virtual Cue Exposure." Cyberpsychology, Behavior, and Social Networking 22, no. 1 (2019): 46–50. http://dx.doi.org/10.1089/cyber.2018.0221.

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18

Lepecq, Jean-Claude, Lionel Bringoux, Jean-Marie Pergandi, Thelma Coyle, and Daniel Mestre. "Afforded actions as a behavioral assessment of physical presence in virtual environments." Virtual Reality 13, no. 3 (2009): 141–51. http://dx.doi.org/10.1007/s10055-009-0118-1.

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19

Cohen Zilka, Gila, Revital Cohen, and Ilan Rahimi. "Teacher Presence and Social Presence in Virtual and Blended Courses." Journal of Information Technology Education: Research 17 (2018): 103–26. http://dx.doi.org/10.28945/4061.

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Aim/Purpose: The purpose of the study was to examine the relationship between teacher presence and social presence on one hand, and feelings of challenge and threat, self-efficacy, and motivation among students studying in virtual and blended courses on the other. Background: Physical separation between teacher and learners may lead to transactional distance, which should be reduced through teacher presence (TP) and social presence (SP). In this study we examined two types of courses, virtual courses (VCs) and blended courses (BCs). Methodology: This is a mixed-method study. Participants compl
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20

Cruz, Armando, Hugo Paredes, Leonel Morgado, and Paulo Martins. "Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension." JUCS - Journal of Universal Computer Science 27, no. 9 (2021): 913–54. http://dx.doi.org/10.3897/jucs.74166.

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Virtual worlds, particularly those able to provide a three-dimensional physical space, have features that make them suitable to support collaborative activities. These features distinguish virtual worlds from other collaboration tools, but current taxonomies of the field of Computer-Supported Cooperative Work do not account for several distinctive features of virtual worlds, namely those related with non-verbal communication. We intended to find out how the use of an avatar, gestures, spatial sounds, etc., influence collaboration in order to be able to include non-verbal communication in taxon
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21

Chen, Y., Z. Cui, and L. Hao. "Virtual reality in lighting research: Comparing physical and virtual lighting environments." Lighting Research & Technology 51, no. 6 (2019): 820–37. http://dx.doi.org/10.1177/1477153518825387.

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In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the opt
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22

Khaghani Far, Iman, Michela Ferron, Francisco Ibarra, et al. "The interplay of physical and social wellbeing in older adults: investigating the relationship between physical training and social interactions with virtual social environments." PeerJ Computer Science 1 (November 25, 2015): e30. http://dx.doi.org/10.7717/peerj-cs.30.

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Background.Regular physical activity can substantially improve the physical wellbeing of older adults, preventing several chronic diseases and increasing cognitive performance and mood. However, research has shown that older adults are the most sedentary segment of society, spending much of their time seated or inactive. A variety of barriers make it difficult for older adults to maintain an active lifestyle, including logistical difficulties in going to a gym (for some adults, leaving home can be challenging), reduced functional abilities, and lack of motivation. In this paper, we report on t
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23

Heeter, Carrie. "Reflections on Real Presence by a Virtual Person." Presence: Teleoperators and Virtual Environments 12, no. 4 (2003): 335–45. http://dx.doi.org/10.1162/105474603322391587.

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I have lived in San Francisco while working as a full-time virtual faculty member for Michigan State University for nearly six years. Unlike most humans, I spend a larger proportion of every day as a virtual person than as a physical person. This article is adapted from a keynote speech I delivered at the Fourth International Workshop on Presence in Philadelphia in May of 2001. I use a personal narrative style to explore issues and to question some of the research community's prevailing assumptions about presence. Lombard and Ditton's (1997) frequently cited conceptualization defines presence
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Cho, Young Hoan, Su Yon Yim, and Sunhee Paik. "Physical and social presence in 3D virtual role-play for pre-service teachers." Internet and Higher Education 25 (April 2015): 70–77. http://dx.doi.org/10.1016/j.iheduc.2015.01.002.

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Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, and Andreas Butz. "Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car." Multimodal Technologies and Interaction 5, no. 4 (2021): 15. http://dx.doi.org/10.3390/mti5040015.

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Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make
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Sutskova, Olga, Atsushi Senju, and Tim J. Smith. "Cognitive Impact of Social Virtual Reality: Audience and Mere Presence Effect of Virtual Companions." Human Behavior and Emerging Technologies 2023 (November 24, 2023): 1–19. http://dx.doi.org/10.1155/2023/6677789.

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Sharing experiences with others is an important part of everyday life. Immersive virtual reality (IVR) promises to simulate these experiences. However, whether IVR elicits a similar level of social presence as measured in the real world is unclear. It is also uncertain whether AI-driven virtual humans (agents) can elicit a similar level of meaningful social copresence as people-driven virtual-humans (avatars). The current study demonstrates that both virtual human types can elicit a cognitive impact on a social partner. The current experiment tested participants’ cognitive performance changes
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Mert, Agali, Willem Bles, and Willem Wertheim. "Letter to the Editor: Presence in virtual environments." Clinical Rehabilitation 23, no. 5 (2009): 465–66. http://dx.doi.org/10.1177/0269215509334836.

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McGlynn, Sean A., Ranjani M. Sundaresan, and Wendy A. Rogers. "Investigating Age-Related Differences in Spatial Presence in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (2018): 1782–86. http://dx.doi.org/10.1177/1541931218621404.

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Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evalua
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Vogt, Tobias, Rainer Herpers, Christopher D. Askew, David Scherfgen, Heiko K. Strüder, and Stefan Schneider. "Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State." Neural Plasticity 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/523250.

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Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompa
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Capriotti, Alessandro, Sarah Moret, Eleonora Del Bello, Ario Federici, and Francesco Lucertini. "Virtual Reality: A New Frontier of Physical Rehabilitation." Sensors 25, no. 10 (2025): 3080. https://doi.org/10.3390/s25103080.

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Immersive virtual reality (VR) technology has enhanced the field of physical rehabilitation by offering a novel approach to motor recovery and serving as an effective assessment tool. It enables the simulation of various actions, including activities of daily living, within immersive, safe, and controlled environments. Although numerous studies have examined the efficacy of immersive VR for upper limb motor recovery in patients with various conditions, this review aimed to summarize current evidence, highlight benefits and limitations, and provide directions for future research. The review was
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Berthiaume, Maxine, Giulia Corno, Kevin Nolet, and Stéphane Bouchard. "A Novel Integrated Information Processing Model of Presence." PRESENCE: Virtual and Augmented Reality 27, no. 4 (2018): 378–99. http://dx.doi.org/10.1162/pres_a_00336.

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Abstract The objective of this article is to conduct a narrative literature review on multisensory integration and propose a novel information processing model of presence in virtual reality (VR). The first half of the article introduces basic multisensory integration (implicit information processing) and the integration of coherent stimuli (explicit information processing) in the physical environment, offering an explanation for people's reactions during VR immersions and is an important component of our model. To help clarify these concepts, examples are provided. The second half of the arti
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Karami, Ahmad Fahmi. "Design and Evaluation of Maliki V-Lab: A Metaverse-Based Virtual Laboratory for Computer Assembly Learning in Higher Education." International Journal of Information and Education Technology 14, no. 6 (2024): 814–21. http://dx.doi.org/10.18178/ijiet.2024.14.6.2106.

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Some schools keep using online learning media even after the new normal of COVID-19 to provide broader reach for students and teachers. Online learning in practicum class requiring physical practice equipment remains a challenge. This research proposes Maliki V-Lab, a metaverse-based VR laboratory that provides practicum class for computer assembly as an online learning media platform. The developed system then evaluated for the usefulnes and sense of virtual presence. System usability was measured using the System Usability Scale (SUS) questionnaire, and virtual presence was measured using th
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Voo, Teck Chuan, Mathavi Senguttuvan, and Clarence C. Tam. "Family Presence for Patients and Separated Relatives During COVID-19: Physical, Virtual, and Surrogate." Journal of Bioethical Inquiry 17, no. 4 (2020): 767–72. http://dx.doi.org/10.1007/s11673-020-10009-8.

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34

Winell, Erik, Jonas Nilsson, and Erik Lundberg. "Customer engagement behaviors on physical and virtual engagement platforms." Journal of Services Marketing 37, no. 10 (2023): 35–50. http://dx.doi.org/10.1108/jsm-03-2023-0084.

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Purpose This study aims to examine and compare the influence of the disposition to engage in engagement behaviors on physical and virtual engagement platforms, as well as the influence of these engagement behaviors on brand loyalty, value-in-use and word-of-mouth. Design/methodology/approach Data were collected using a survey distributed to a random sample of 10,000 fans of five teams in the Swedish top-division of elite football. An exploratory factor analysis was performed to derive a distinction between prevalent platforms, scales were validated through a confirmatory factor analysis and st
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Presti, Olga Lo, and Maria Rosaria Carli. "Italian Catacombs and Their Digital Presence for Underground Heritage Sustainability." Sustainability 13, no. 21 (2021): 12010. http://dx.doi.org/10.3390/su132112010.

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The Italian catacombs represent one of the most interesting examples of the country’s underground built heritage. A strategic use of digital technologies can foster their sustainability by providing virtual access to local communities and tourists, as well as by transferring their value to future generations. Referring to a classification of the catacombs of Italy carried out by the Pontifical Commission for Sacred Archaeology of Vatican City, this paper analyzes the digital presence of this heritage within the contexts of social media, video sharing and navigation platforms in institutional a
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Lee, San Ho, Gi-Eun Lee, and Jang-Han Lee. "An exploratory study on the effect of mental rehearsal on the virtual body swapping illusion." Korean Data Analysis Society 24, no. 3 (2022): 943–54. http://dx.doi.org/10.37727/jkdas.2022.24.3.943.

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The body swapping illusion is a perceptual phenomenon in which one perceives a virtual (or another) body as being one’s own. The aim of this study was to investigate the effects of mental rehearsal on the generation of the body swapping illusion. Participants were 58 male undergraduate students. Participants were randomly assigned to either the physical rehearsal (n=20), mental rehearsal (n=18), or control condition (n=20). There were no significant differences in state and trait anxiety, simulator sickness, or immersive tendencies between groups, but there were significant differences in the
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Biocca, Frank, Jin Kim, and Yung Choi. "Visual Touch in Virtual Environments: An Exploratory Study of Presence, Multimodal Interfaces, and Cross-Modal Sensory Illusions." Presence: Teleoperators and Virtual Environments 10, no. 3 (2001): 247–65. http://dx.doi.org/10.1162/105474601300343595.

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How do users generate an illusion of presence in a rich and consistent virtual environment from an impoverished, incomplete, and often inconsistent set of sensory cues? We conducted an experiment to explore how multimodal perceptual cues are integrated into a coherent experience of virtual objects and spaces. Specifically, we explored whether inter-modal integration contributes to generating the illusion of presence in virtual environments. To discover whether intermodal integration might play a role in presence, we looked for evidence of intermodal integration in the form of cross-modal inter
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Mangubat, Lexter, Jericho Dancalan, Consuelo Habito, and Roberto B. Figueroa Jr. "Presence and Situational Interest of Participants of a Virtual Art Exhibit in the Metaverse: The Case of Galeria Sinag." International Journal in Information Technology in Governance, Education and Business 6, no. 1 (2024): 46–54. http://dx.doi.org/10.32664/ijitgeb.v6i1.133.

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This study explores the relationship between situational interest and spatial presence, as well as the hardware or viewing platform used in observing a virtual art exhibit in the Metaverse. It employed a mixed-methods approach, utilizing correlation analysis and qualitative thematic analysis to understand participant experiences. The study found a positive correlation between situational interest and spatial presence among participants in the virtual space. However, the viewing platform used did not significantly impact spatial presence or situational interest. External environmental factors a
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Litaker, Harry, Ron Archer, Brett Montoya, and Robert Howard. "Evaluation Methodologies for Virtual Reality and Physical Test Environments for Spaceflight Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 1340–44. http://dx.doi.org/10.1177/1071181320641320.

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NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual
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Jafari, Amirhosein, Yufeng Qian, Andrew Webb, and Yimin Zhu. "Fostering Computational Thinking Through Virtual Reality to Enhance Human-Robot Collaboration." International Journal of Innovative Teaching and Learning in Higher Education 5, no. 1 (2025): 1–17. https://doi.org/10.4018/ijitlhe.367326.

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Virtual reality, a well-established educational technology, offers unique affordances such as immersion, interactivity, visualization, and co-presence, with significant potential to enhance learning experiences and outcomes. Computational thinking, a vital skill in science, technology, engineering, and mathematics, is essential for effective human-robot collaboration, enabling efficient problem-solving and decision-making in future work environments. Virtual reality provides a cost-effective, safe alternative to physical interaction with robots, reducing equipment risks and addressing the limi
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Asaad, Mariam, Richard Wilson, Simon Watkinson, and Gary Cousin. "Virtual clinics between the oral surgeons and orthodontists without the physical presence of the patient." British Journal of Oral and Maxillofacial Surgery 58, no. 10 (2020): e191. http://dx.doi.org/10.1016/j.bjoms.2020.10.172.

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Quiroz – Barboza, Juan Antonio. "Educational Program Based on Virtual Environments to Improve Learning in the Physical Education Area." Asian Journal of Education and Social Studies 41, no. 1 (2023): 32–37. http://dx.doi.org/10.9734/ajess/2023/v41i1887.

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The objective of this research was to identify the levels of training in physical education, design proposals for implementation in knowledgeable virtual classrooms and improve learning based on virtual environments, validate the program and determine the technical, human and economic needs. The methodology used is descriptive and proactive. Because the planning of the virtual environment allows the planning, organization, registration and certification of the evidence requested by the students, the instrument is powerful, highly adaptable and tolerable, which allows teachers to suggest comple
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Yokoyama, Takumi, Kazuya Izumi, Tatsuki Fushimi, and Yoichi Ochiai. "Floating on the Boundary: Perceptions of Reality in a Half-Digital Half-Physical Bunny." Proceedings of the ACM on Computer Graphics and Interactive Techniques 7, no. 4 (2024): 1–10. http://dx.doi.org/10.1145/3664217.

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In a realm where virtual and real worlds converge, we present "Float" as a digital-physical mixed entity and the findings through the preliminary study. This research has uncovered the "Physical-Digital Continuous Illusion"---a phenomenon in which users perceive impressions of objects existing across different spaces, building on reports of digital presence that seem to be "naturally pulled" towards physical presence. This exploration within our work critically engages with culture and technology, probing into how individuals discern reality. The results offer a transformative milestone in the
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Vourdoubas, John. "The Development of Virtual Tourism in the Island of Crete, Greece: A PESTEL Analysis." International Journal of Advanced Multidisciplinary Research and Studies 5, no. 2 (2025): 491–99. https://doi.org/10.62225/2583049x.2025.5.2.3864.

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The island of Crete, Greece is a well-known global tourism destination hosting few millions of tourists every year. Although mass tourism dominates in the local tourism product several types of thematic tourism have been also developed in the island. Virtual tourism allows the exploration of Crete without the physical presence of the visitor. The current technological advances of virtual reality and augmented reality allow the exploration of several historical, and cultural monuments as well as other beauties in Crete without the physical presence of visitors in the island. Virtual tourism is
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Martin, Debattista. "PHYSICAL, DIGITAL OR PHYGITAL? ASSESSING THE EDUCATIONAL POTENTIAL OF VIRTUAL REALITY IN HERITAGE INTERPRETATION." Malta Review of Educational Research 17, no. 1 (2023): 51–72. https://doi.org/10.5281/zenodo.8088048.

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For decades technology has strived to provide an alternative virtual representation of heritage, and in recent years technology has become so powerful and accessible that is has supported an increasing trend in the creation and consumption of virtual heritage. Google Arts and Culture has contributed to this digitisation drive. The trend, though evident before the Covid-19 pandemic, registered an acceleration as heritage institutions could only provide online and virtual heritage experiences during the mandatory lockdowns. This paper presents the results of applied research on Google Arts and C
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Felip, Francisco, Julia Galán, Manuel Contero, and Carlos García-García. "Touch Matters: The Impact of Physical Contact on Haptic Product Perception in Virtual Reality." Applied Sciences 13, no. 4 (2023): 2649. http://dx.doi.org/10.3390/app13042649.

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Nowadays, the presentation of products through virtual reality and other online media coexists with traditional means. However, while some products may be perceived correctly in digital media, others may need physical contact. In this scenario, this work analyses how presenting a product highlighted for its haptic properties and the presence or absence of physical contact during the presentation can influence the perception of its attributes and stimulate purchase intention. To this end, an experiment was designed in which each participant viewed and interacted with a chair presented in five d
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Brown, Stephen J. "Online but Disconnected: Student Connectedness in Online Remote Learning i n Higher Education in New Zealand." European Journal of Education and Pedagogy 4, no. 2 (2023): 156–60. http://dx.doi.org/10.24018/ejedu.2023.4.2.622.

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New Zealand university students in the online learning environment may have feelings of disconnectedness, isolation, and suffer a lack of personal attention. Perhaps these universities are at a junction, where they can choose to offer students immersion into a virtual learning environment devoid of a physical presence, or a pathway which nurtures students’ learning in a hands-on, face-to-face, physical space. Understanding student online connectedness, or their sense of belonging with the online virtual learning environment, may help navigate a path through this junction as the emergence of on
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Moura, João Martinho, Né Barros, and Paulo Ferreira-Lopes. "Embodiment in Virtual Reality." International Journal of Creative Interfaces and Computer Graphics 12, no. 1 (2021): 27–45. http://dx.doi.org/10.4018/ijcicg.2021010103.

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Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the
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Stevens, Brett, Jennifer Jerrams-Smith, David Heathcote, and David Callear. "Putting the Virtual into Reality: Assessing Object-Presence with Projection-Augmented Models." Presence: Teleoperators and Virtual Environments 11, no. 1 (2002): 79–92. http://dx.doi.org/10.1162/105474602317343677.

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A projection-augmented model is a type of nonimmersive, coincident haptic and visual display that uses a physical model as a three-dimensional screen for projected visual information. Supporting all physiological depth cues and two sensory modalities should create a strong sense of the object's existence. However, conventional measures of presence have been defined only for displays that surround and isolate a user from the real world. The idea of object-presence is thus suggested to measure “the subjective experience that a particular object exists in a user's environment, even when that obje
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Cho, Soobin, Joongseek Lee, and Bongwon Suh. ""I Want to Reveal, but I Also Want to Hide" Understanding the Conflict of Revealing and Hiding Needs in Virtual Study Rooms." Proceedings of the ACM on Human-Computer Interaction 7, CSCW2 (2023): 1–27. http://dx.doi.org/10.1145/3610091.

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Since the COVID-19 pandemic, video conferencing platforms have given rise to new virtual activities, such as virtual study rooms where users utilize video to share ambient presence for study motivation. In virtual study rooms, it can be challenging for the users to determine what to reveal and what to hide on camera, as the video needs to strongly convey their presence without revealing more than necessary. In this paper, we investigate the conflicting needs of virtual study room users to reveal and hide on camera, as well as the methods they employ to cope with these needs using videos. To th
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