All Stories

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