Virtual Chess: Meaning Enhances Users' Sense of Presence in Virtual Environments

Author:

Hoffman Hunter G.,Prothero Jerrold,Wells Maxwell J.,Groen Joris

Publisher

Informa UK Limited

Subject

Computer Science Applications,Human-Computer Interaction,Human Factors and Ergonomics

Reference28 articles.

1. Barfield, W. & Hendrix, C. (1995a). Theeffect of update rateon the sense of presencewithin virtual environments. In J. A. Vince, R. D. MacRedie, & R. A. Eamshaw (Eds.), Virtrml reality: Research, derwlopmenl, and npplicntio~~ (Vol. 1, pp. S15). Htrtfordshire, England: Virtual Reality Press.

2. Barfield, W. & Hendrix, C. (199.5b). Factors affecting presence and performance in virtual environments. In R. M. Satava, K. Morgan, H. B. Sieburg,R. Matthews, & J. P. Christensen (Eds.), Medicine Meets Virtunl Reality 111 Proceedings (pp. 21-28). San Diego, CA: IOS Press.

3. Barfield, W., Zeltzer, D., Sheridan, T. & Slater, M. (1995). Presence and performance within virtual environments. In W. Barfield & T. Fumess, III (Eds.), Virtunl environments and ndunnced interface design (pp. 473-513). New York: Oxford University Press.

4. Carlin, A. S., Hoffman, H. G. & Weghorst, S. (1997). Virtual reality and tactile augmentation in the treatment of spider phobia: A case report. Behnuimrr Resmrch nnd Thernpy, 35, 153-158.

5. Chase, W. G. &Simon, H. A. (1973). The minds eye in chess. In W. 2. Chase (Ed.), Visuol information processing (pp. 215-281). New York: Academic.

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