2012
DOI: 10.1007/978-94-007-4249-9_1
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Cited by 5 publications
(8 citation statements)
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“…They all agree that a human is not a "passive" observer responding to stimuli, but an active and creative force shaping the stimuli of their experience [27]. Gibson adds that reality of experience is grounded in action and the construct of affordance presents a new fundamental basis for reality in the relationship between actor and environment [39]. These ideas lead to the notion of the body being the medium for the perception of space [31] and in a perfect VR experience, we would not be able to tell the difference between reality and the virtual world.…”
Section: Perception Immersion and The Vr Experiencementioning
confidence: 99%
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“…They all agree that a human is not a "passive" observer responding to stimuli, but an active and creative force shaping the stimuli of their experience [27]. Gibson adds that reality of experience is grounded in action and the construct of affordance presents a new fundamental basis for reality in the relationship between actor and environment [39]. These ideas lead to the notion of the body being the medium for the perception of space [31] and in a perfect VR experience, we would not be able to tell the difference between reality and the virtual world.…”
Section: Perception Immersion and The Vr Experiencementioning
confidence: 99%
“…In our VR system, the avatar mediates the relationship between the user and the system. It is an extension and even a relocation of the user's body into virtual space, a vehicle through which the user is given embodied agency and presence in the virtual environment [39].…”
Section: Perception Immersion and The Vr Experiencementioning
confidence: 99%
See 1 more Smart Citation
“…Other researchers have developed ontological and phenomenological accounts (Sageng, Fossheim, & Larsen, 2012), debated the permeability of the "magic circle" (Zimmerman, 2012), or raised questions about the relationships between subjectivity, rules, and proceduralist meaning (Bogost, 2008, p. 99;Treanor & Mateas, 2013). This literature demonstrates the complexity of meaning-making in games.…”
Section: Representation and Textual Methodsmentioning
confidence: 99%
“…Bodily immersion in VR is rooted in the way the body is able to redirect a perception of itself as an object into virtual space (e.g. proprioception) and through this mirror image, the familiar body is also made the embodied subject during interaction [38]. Presence in VR is based on the perception of input through visual, auditory, and kinesthetic senses.…”
Section: Introductionmentioning
confidence: 99%