1999
DOI: 10.1162/105474699566107
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A Conceptual Model of the Sense of Presence in Virtual Environments

Abstract: This paper proposes a model of interaction in virtual environments which we term the immersion, presence, performance (IPP) model. This model is based on previous models of immersion and presence proposed by Barfield and colleagues and Slater and colleagues. The IPP model describes the authors' current conceptualization of the effects of display technology, task demands, and attentional resource allocation on immersion, presence, and performance in virtual environments. The IPP model may be useful for developi… Show more

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Cited by 234 publications
(166 citation statements)
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“…It is the perception of being in a particular space or place. Presence has been studied from different perspectives 5,27,42 , but most of the approaches are related to the sensorial experience of users in general-purpose virtual environments. Specific research on presence in games, however, is scarce 36 .…”
Section: Game Hcimentioning
confidence: 99%
“…It is the perception of being in a particular space or place. Presence has been studied from different perspectives 5,27,42 , but most of the approaches are related to the sensorial experience of users in general-purpose virtual environments. Specific research on presence in games, however, is scarce 36 .…”
Section: Game Hcimentioning
confidence: 99%
“…Range and mapping however, relate to the plans and knowledge of the user in the virtual environment, and can thus be regarded as conceptual variables. Slater & Usoh [15] and more recently Bystrom, Barfield and Hendrix [16] have emphasized the importance of the role of display technology in presence, presenting both theoretical as well as empirical arguments; however, a large body of empirically unsupported, theoretical work exists which argues that presence cannot occur simply as a function of display parameters, but must also be affected by what can be loosely called "the suspension of disbelief". For instance, Zeltzer [17] and Steuer [6] include the concept of interactivity in their conceptualizations of presence.…”
Section: Conceptual and Sensory Variables In Presencementioning
confidence: 99%
“…For example, IJsselsteijn, de Ridder, Freeman & Avons [18] consider a category of variables they term "user characteristics" which includes variables ranging from previous experience with VR to motor ability. Also included in their "user characteristics" category is the notion of "willing suspension of disbelief", which is also used by others such as Thie & van Wijk [19], Bystrom, Barfield & Hendrix [16] and many others. Notions such as these illustrate that the field recognizes the importance of the role played by the user's mental state and suggests strongly that presence occurs not simply as a product of the sensory stimuli provided to the user.…”
Section: Conceptual and Sensory Variables In Presencementioning
confidence: 99%
“…Physical displacement in Virtual Reality (VR), where the viewpoint is directly controlled by the user's head motion [2], stand as the most natural navigation techniques for VR and benefit both interaction and sense of presence [3]. However, limitations in tracking technologies (i.e.…”
Section: Introductionmentioning
confidence: 99%