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PAUSCH, R., PROFFITT, D., AND WILLIAMS, G. 1997. Quantifying immersion in virtual reality. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques, ACM Press/AddisonWesley Publishing Co., 13--18.

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Walking > Walking-in-Place > Flying, in Virtual.. - Usoh, Arthur, Whitton, ..   (Correct)

....swiveling the head, the virtual body shifted correspondingly. However, this effect was not always noticeable and only 10 of subjects reported it as a distraction. 2. 5 MEASURES AND DATA COLLECTION Several researchers have undertaken the quantification of presence [Slater, 1994; Ellis, 1996; Pausch, 1997]. Subjective reporting using questionnaires is the most common method. This method, however, relies on eliciting responses about subjects Figure 4. View showing avatar. Figure 3. Sequence of images of the environment. The top left image shows a subject s view when entering the pit room. The top ....

Pausch, R., D. Proffitt, and G. Williams, 1997: "Quantifying Immersion in Virtual Reality," Proc. of SIGGRAPH 97, Computer Graphics Proceedings, Annual Conference Series, 1997, 13-18.


Rotating Virtual Objects with Real Handles - Ware, Rose (2000)   (7 citations)  (Correct)

....for virtual reality is that it should be easier to perform tasks if they can be carried out in the same way as in the real world. However, there are few experimental results showing the advantages of virtual reality systems, with a few exceptions such as the recent study of target searching by Pausch et al. 1997]. Experiment 2 in the present study provides additional evidence that, at least for the rotation task, creating conditions for natural eye hand coordination can aid performance. Overall, the results support the idea that placing the hand in the working space will improve interaction. In Experiment ....

PAUSCH, R. PROFFITT, D. AND WILLIAMS, G. 1997. Quantifying immersion in virtual reality, Proceedings of ACM SIGGRAPH'97, 13-18.


Pain and Fatigue in Desktop VR: Initial Results - Shaw (1998)   (Correct)

.... best for a task that had 3 spatial dimensions, while a mouse with mode change worked best for a task with 2 spatial dimensions and a color dimension [5] Pausch et al. found that a head tracked display was more effective for visual search than controlling the view with the eye in hand metaphor [9]. They also found some negative transfer effects between these two visual control modes. In the Ergonomics field, repetitive strain injury, back pain and so on are topics of major interest [10] The central message of this work is that proper seating posture and workspace configuration, coupled ....

Randy Pausch, Dennis Proffitt, and George Williams. Quantifying Immersion in Virtual Reality. In SIGGRAPH 97 Conference Proceedings, pages 1--8, August 1997. Los Angeles, California.


Basic Issues in the Use of Virtual Environments for.. - Rizzo, Wiederhold.. (1998)   (4 citations)  (Correct)

....the relationship between different levels of presence and VE effectiveness (particularly generalization or transfer from the VE to the non VE world) for various types of applications is still at an early stage. Positive relationships have been reported for tracking performance [66] search tasks [67], while mixed results have been found on simple psychomotor and spatial knowledge tasks [56,68] For those interested in a more in depth presentation and analysis of these issues, an excellent review paper produced by a 25 member roundtable panel conducted at the Seventh International Conference ....

R. Pausch, D. Proffitt, & G. Williams, Quantifying immersion in virtual reality. Computer Graphics Proceedings, Annual Conference Series/ ACM SIGGRAPH, ACM SIGGRAPH: Los Angeles, CA (1997) 13-18.


Calibration For Augmented Reality Experimental Testbeds - Summers, Booth, Calvert.. (1999)   (5 citations)  (Correct)

....system of the physical object makes this risk minimal. 7. 1 Augmented Environments for Experiments Although there have been many experiments conducted using virtual environments, most of these have consisted of isolated experiments, rather than testbeds for conducting a variety of experiments [1, 5, 11, 17, 19], and much of this work has focused on virtual reality, rather than augmented reality. The closest work to ours are two virtual reality testbeds for subject testing, VRMAT and VEPAB. Pouprevet al.. 18] developeda testbed for studying manipulation techniques in a fully immersive environment which ....

R. Pausch, D. Proffitt, and G. Williams. Quantifying immersion in virtual reality. In Computer Graphics (SIGGRAPH '97 Proceedings), pages 13--18, August 1997.


Using CSP to Specify Interaction in Virtual Environments - Smith, Duke (1999)   (Correct)

....user and the system also required If the latter is true, 5 can the user and the system be modelled within the same framework, and if not, how can they be extended to provide an overview of the environment 2.3. Evaluation Typical evaluation in the area of VEs has focused on ad hoc user studies [5, 6]. These are usually carried out with a small number of users, and typically not from a general population user base. For well defined applications with a specific user group, this may be adequate, but it is unclear how these results can be generalised to help during the design phase. Some method ....

R. Pausch, D. Proffitt and G. Williams. Quantifying Immersion in Virtual Reality. In SIGGRAPH '97, Los Angeles, pp. 13-18. 1997.


Modelling Interaction in Virtual Environments - Smith, Duke, Marsh, Harrison.. (1998)   (1 citation)  (Correct)

....alone or are models of the user and the system also required If the latter, can they be modelled within the same framework, and if not, how can they be combined to provide an overview of the environment 2. 3 Evaluation Typical evaluation in the area of VEs has focused on ad hoc user studies [5, 6]. These are usually carried out with a small number of users, and typically not from a broad user base. For well defined applications with a specific user group, this may be adequate, but it is unclear how these results can be generalised to help during the design phase. Some UK VRSIG 98 method ....

Pausch, R., D. Proffitt, and G. Williams, Quantifying Immersion in Virtual Reality. 1997, University of Virginia.


A Shared Framework of Virtual Reality - Marsh, Wright, Smith, Duke (1998)   (Correct)

....a measure of presence and immersion attained from these enabling technologies, then this will give us a greater understanding of VR that may help us to find a definition. Studies are beginning to emerge that attempt to provide a measure of immersion in desktop VR [5] 6] VR using a HMD [6] [7] and situation awareness in spatially immersive displays [4] 3. Virtual Reality Framework A simple and useful hierarchical framework of virtual reality is presented. Using this framework, it is possible to identify common features, attributes and concepts of VR; distinguish between VR and ....

Pausch R., D. Proffitt, and G. Williams, Quantifying Immersion in Virtual Reality, In Proceedings of SIGGRAPH, ACM, 1997.


Designing A Successful HMD-Based Experience - Pierce, Pausch, Sturgill.. (1999)   (2 citations)  Self-citation (Pausch)   (Correct)

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Pausch, R., Proffitt, D., & Williams, G. (1997). Quantifying Immersion in Virtual Reality. ACM SIGGRAPH 97 Conference Proceedings, August 1997.


Subjective Usefulness of CAVE and Fish Tank VR.. - Scientific.. (2003)   (Correct)

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PAUSCH, R., PROFFITT, D., AND WILLIAMS, G. 1997. Quantifying immersion in virtual reality. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques, ACM Press/AddisonWesley Publishing Co., 13--18.


FORUM Short paper - Designing Successful Hmd-Based   (Correct)

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Pausch, R., Proffitt, D., &Williams, G. (1997). Quantifying immersion in virtual reality. ACM SIGGRAPH 97 Conference Proceedings (pp. 13--18).


Measuring Presence and Awareness of External Events - Matthijs Ooms Group (2004)   (Correct)

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Pausch, R., Proffitt, D., Williams, G. (1997). Quantifying immersion in virtual reality. Proceedings of the 24th annual conference on Computer graphics and interactive techniques, pp. 13-18


Virtual Reality in Assembly Simulation - Collision Detection.. - Zachmann (2000)   (Correct)

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Randy Pausch, Dennis Proffitt, and George Williams. Quantifying immersion in virtual reality. In SIGGRAPH 97 Conference Proceedings, Turner Whitted, Ed., Annual Conference Series, pages 13--18. ACM SIGGRAPH, Addison Wesley, August 1997. ISBN 0-89791896 -7.


Virtual Environments as Hybrid Systems - Shamus Smith And (1999)   (1 citation)  (Correct)

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R. Pausch, D. Proffitt and G. Williams, Quantifying Immersion in Virtual Reality, In Proceedings of Siggraph'97. 1997, SIGGRAPH. p. 13-18.

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