All Stories

  1. Sushi with Einstein
  2. Panel: Immersive technologies and healthcare ten years from now
  3. Body ownership increases the interference between observed and executed movements
  4. Remembering Nat Durlach
  5. Height, social comparison, and paranoia: An immersive virtual reality experimental study
  6. Transcending the Self in Immersive Virtual Reality
  7. Grand Challenges in Virtual Environments
  8. Persuading people in a remote destination to sing by beaming there
  9. Real time whole body motion mapping for avatars and robots
  10. Telling Stories within Immersive Virtual Environments
  11. The relationship between virtual body ownership and temperature sensitivity
  12. Human Tails: Ownership and Control of Extended Humanoid Avatars
  13. An Evaluation of Self-Avatar Eye Movement for Virtual Embodiment
  14. Drumming in immersive virtual reality: The body shapes the way we play
  15. The impact of enhanced projector display on the responses of people to a violent scenario in immersive virtual reality
  16. The building blocks of the full body ownership illusion
  17. Drift and ownership toward a distant virtual body
  18. Multitask Humanoid Control with a Brain-Computer Interface: User Experiment with HRP-2
  19. Using brain-computer interface to steer a humanoid robot
  20. Handshake: Realistic Human-Robot Interaction in Haptic Enhanced Virtual Reality
  21. Comparison of people's responses to real and virtual handshakes within a virtual environment
  22. A first person avatar system with haptic feedback
  23. Proxemics with multiple dynamic characters in an immersive virtual environment
  24. Special Issue: Collaborative Research Center (SFB453) on High-Fidelity Telepresence and Teleaction Guest Editor's Introduction
  25. GPU based detection and mapping of collisions for haptic rendering in Immersive Virtual Reality
  26. Piavca: a framework for heterogeneous interactions with virtual characters
  27. Simulating virtual environments within virtual environments as the basis for a psychophysics of presence
  28. Simulating virtual environments within virtual environments as the basis for a psychophysics of presence
  29. Goal orientated Brain-Computer interfaces for Control: a virtual smart home application study
  30. The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment
  31. Testing the continuum of delusional beliefs: An experimental study using virtual reality.
  32. Human-Computer Interface Issues in Controlling Virtual Reality With Brain-Computer Interface
  33. Inducing illusory ownership of a virtual body
  34. Correlations between Vocal Input and Visual Response Apparently Enhance Presence in a Virtual Environment
  35. Virtual Smart Home Controlled by Thoughts
  36. Inducing a virtual hand ownership illusion through a brain–computer interface
  37. Brain-computer interfaces for goal orientated control of a virtual smart home environment
  38. Virtual reality and persecutory delusions: Safety and feasibility
  39. Towards a digital body: The virtual arm illusion
  40. A Visibility Field for Ray Tracing
  41. A Non-parametric Guide for Radiance Sampling in Global Illumination
  42. The Use of Questionnaire Data in Presence Studies: Do Not Seriously Likert
  43. Editorial Notes: Changes in Presence
  44. Navigating Virtual Reality by Thought: What Is It Like?
  45. The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning
  46. Guest Editor's Introduction
  47. Sharing and Analyzing Data from Presence Experiments
  48. Guest Editors' Introduction
  49. The role of posture in the communication of affect in an immersive virtual environment
  50. Walking from thought
  51. Editorial Notes
  52. From presence to consciousness through virtual reality
  53. How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments
  54. Presence and Emotions
  55. Fast ray tracing of scenes with unstructured motion
  56. Social Anxiety in Virtual Environments: Results of a Pilot Study
  57. Social anxiety in virtual environments: A pilot study
  58. Editorial Note
  59. Presence and The Sixth Sense
  60. Constant Time Queries on Uniformly Distributed Points on a Hemisphere
  61. Meeting People Virtually: Experiments in Shared Virtual Environments
  62. Guest Editors' Introduction
  63. Components for Distributed Virtual Environments
  64. An experiment on fear of public speaking in virtual reality
  65. A Virtual Presence Counter
  66. Component framework infrastructure for virtual environments
  67. Dynamic Polygon Visibility Ordering for Head‐Slaved Viewing in Virtual Environments
  68. Guest Editor's Introduction
  69. Presence in Shared Virtual Environments and Virtual Togetherness
  70. Components for distributed virtual environments
  71. Three-dimensional versus two-dimensional displays for air traffic control
  72. View volume culling using a probabilistic caching scheme
  73. Collaborative Geometrical Modeling in Immersive Virtual Environments
  74. Distributed Extensible Virtual Reality Laboratory (DEVRL)
  75. 3D Interaction with the Desktop Bat
  76. An exploration of immersive virtual environments
  77. The Virtual Treadmill: A Naturalistic Metaphor for Navigation in Immersive Virtual Environments
  78. The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments
  79. Shadow volume BSP trees for computation of shadows in dynamic scenes
  83. 2D line and polygon clipping based on space subdivision
  84. A Multiprocessor Implementation of Radiosity
  85. Simulating peripheral vision in immersive virtual environments
  86. An algorithm to support 3D interaction on relatively low performance graphics systems
  87. Tracing a ray through uniformly subdividedn-dimensional space
  88. A comparison of three shadow volume algorithms
  89. A Generalised Event Mechanism for Interactive Systems
  90. Stochastic Ray Tracing Using SIMD Processor Arrays
  91. Graphics Object Management in The X Window System
  92. Functional programming for GLMs
  93. A Top Down Method for Interactive Drawing
  94. Segments on bit‐mapped graphics displays
  95. GLIM — A Developing System
  96. Spatial Social Behavior in Second Life
  97. Reconstruction and Recognition of Occluded Facial Expressions Using PCA
  98. Piavca: A Framework for Heterogeneous Interactions with Virtual Characters
  99. Male Bodily Responses during an Interaction with a Virtual Woman