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Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
Consciousness, VIETNAM VETERANS, SENSE, EXPOSURE THERAPY, FEAR, PERFORMANCE, QUESTIONNAIRES, User-Computer Interface, PSYCHOPHYSICS, EXPERIENCE, Humans, Computer Simulation, Perception, SPIDER PHOBIA, Photic Stimulation, ENVIRONMENTS
Consciousness, VIETNAM VETERANS, SENSE, EXPOSURE THERAPY, FEAR, PERFORMANCE, QUESTIONNAIRES, User-Computer Interface, PSYCHOPHYSICS, EXPERIENCE, Humans, Computer Simulation, Perception, SPIDER PHOBIA, Photic Stimulation, ENVIRONMENTS
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 1K | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 0.01% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 0.1% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 1% |
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| downloads | 1K |

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