2016
DOI: 10.17759/exppsy.2016090102
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Cognitive control and a sense of presence in virtual environments

Abstract: User interaction with a virtual reality system may be accompanied with a sense of presence, the illusion of reality of virtual environment. The emergence of a sense of presence is determined by both technological and psychological factors. The authors show that a sense of presence may depend on the individual characteristics of cognitive control, i.e. the system of metacognition providing cognitive system setting on the solution of specific problems in context. It was found that the expression of a feeling of … Show more

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Cited by 15 publications
(5 citation statements)
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“…Furthermore, sensation of presence is decided as a result of illusion. Furthermore, as mentioned by Velichkovsky et al (2016) that a sensation of presence, or the illusion of being in a virtual environment, may accompany interaction with a virtual reality system, tourists felt as if they were in the places represented in the visuals during the virtual tour. Furthermore, a feeling of presence can improve a tourist's capacity to feel precisely what they are about to encounter in a particular location or to see the same thing digitally as a unique experience.…”
Section: Composite Mean 322 Agreementioning
confidence: 99%
“…Furthermore, sensation of presence is decided as a result of illusion. Furthermore, as mentioned by Velichkovsky et al (2016) that a sensation of presence, or the illusion of being in a virtual environment, may accompany interaction with a virtual reality system, tourists felt as if they were in the places represented in the visuals during the virtual tour. Furthermore, a feeling of presence can improve a tourist's capacity to feel precisely what they are about to encounter in a particular location or to see the same thing digitally as a unique experience.…”
Section: Composite Mean 322 Agreementioning
confidence: 99%
“…Virtual game activity as a type of digital activity is characterized by a borderline state between positive relaxation, developmental, training impact and digital game addiction [12,15]. The multifarious virtual world of computer games has a positive effect on personal and group identification, and increases satisfaction from being included in the reference group.…”
Section: Research Overviewmentioning
confidence: 99%
“…Также в нашей стране можно назвать и другие работы, посвящённые исследованию присутствия [10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26]. В работе [14] Б.Б.…”
Section: виртуальная реальность и понятие феномена присутствияunclassified
“…Как психологический феномен, чувство присутствия обусловлено, наряду с технологическими факторами, целым рядом психологических факторов. В статье [16] чувство присутствия характеризуется как иллюзия непосредственного взаимодействия с виртуальной средой без осознания того, что эта среда опосредована той или иной технологией предъявления. Если чувство присутствия не возникает при работе в виртуальной среде, то у пользователя не возникает ощущения того, что виртуальная среда представляет для него новую локальную реальность [16].…”
Section: виртуальная реальность и понятие феномена присутствияunclassified