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Sanal Gerçeklik Ortamlarında Bulunma Hissi

Yıl 2020, Cilt: 18 Sayı: 4, 261 - 282, 28.12.2020
https://doi.org/10.18026/cbayarsos.818457

Öz

Sanal gerçeklik bireylerin mevcut fiziksel gerçeklikten koparak farklı dünyalar deneyimleyebilmelerini sağlayan önemli bir teknolojidir. Katılımcıların sanal gerçeklik ortamlarındaki tamamen var olma durumu literatürde bulunma hissi ya da bulunuşluk olarak ifade edilmektedir. Bu çalışmada Türkçe literatürde yaşanan eksikliği giderebilmek amacıyla bireylerin sanal gerçeklik ortamlarında yaşadıkları bulunma hissi üzerine gerçekleştirilen araştırmaların sistematik ve kapsamlı bir analizi yapılmıştır. Çalışma bu yönüyle bir sistematik derleme araştırmasıdır. Altı farklı veri tabanında yapılan taramalar neticesinde elde edilen açık erişime sahip 1167 çalışma üç aşamalı bir eleme sürecine tabi tutulmuş ve doğrudan bulunma hissi ile ilgili olan 56 çalışmanın sonuçları; bilişsel – psikolojik incelemeler, teknik incelemeler, duyusal incelemeler ve teorik – analiz incelemeleri başlıklı dört tema altında derlenmiştir. Araştırmanın sonuç bölümünde bulunma hissi üzerine çıkarımlar yapılarak kavramın önemli noktaları vurgulanmış ve gelecek çalışmalar için önerilerde bulunulmuştur.

Kaynakça

  • Al Amri, A. Y., Osman, M. E. ve Al Musawi, A. S. (2020). The Effectiveness of a 3D-Virtual Reality Learning Environment (3D-VRLE) on the Omani Eighth Grade Students’ Achievement and Motivation towards Physics Learning. International Journal of Emerging Technologies in Learning (iJET), 15(05), 4-16.
  • Bailey, J. O. ve Bailenson, J. N. (2017). Immersive virtual reality and the developing child Cognitive development in digital contexts (pp. 181-200): Elsevier.
  • Ban, S. ve Hyun, K. H. (2019). Directional Force Feedback: Mechanical Force Concentration for Immersive Experience in Virtual Reality. Applied Sciences, 9(18), 3692.
  • Berki, B. (2020). Experiencing the Sense of Presence within an Educational Desktop Virtual Reality. Acta Polytechnica Hungarica, 17(2).
  • Bindman, S. W., Castaneda, L. M., Scanlon, M. ve Cechony, A. (2018). Am I a bunny? The impact of high and low immersion platforms and viewers' perceptions of role on presence, narrative engagement, and empathy during an animated 360° video. Paper presented at the Proceedings of the 2018 CHI conference on human factors in computing systems.
  • Borrego, A., Latorre, J., Alcañiz, M. ve Llorens, R. (2019). Embodiment and presence in virtual reality after stroke. A comparative study with healthy subjects. Frontiers in neurology, 10, 1061.
  • Borrego, A., Latorre, J., Llorens, R., Alcañiz, M. ve Noé, E. (2016). Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of neuroengineering and rehabilitation, 13(1), 68.
  • Chavez, B. ve Bayona, S. (2018). Virtual reality in the learning process. Paper presented at the World Conference on Information Systems and Technologies.
  • Cho, Y. H., Yim, S. Y. ve Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. The Internet and Higher Education, 25, 70-77.
  • Clemente, M., Rodríguez, A., Rey, B., Rodríguez, A., Baños, R. M., Botella, C., ve diğerleri (2011). Analyzing the level of presence while navigating in a virtual environment during an fMRI scan. Paper presented at the IFIP Conference on Human-Computer Interaction.
  • Coelho, T., de Oliveira, R., Cardoso, T., & Rybarczyk, Y. (2013, July). Body ownership of virtual avatars: an affordance approach of telepresence. In International Summer Workshop on Multimodal Interfaces (pp. 3-19). Springer, Berlin, Heidelberg.
  • Cooper, N., Milella, F., Pinto, C., Cant, I., White, M. ve Meyer, G. (2018). The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment. PloS one, 13(2), e0191846.
  • Çağlar, C. (2019). Yabancı Dil Öğretiminde Seyahat İngilizcesi İçin Sanal Gerçeklik Uygulamasının Geliştirilmesi. (Yüksek Lisans Tezi), İstanbul Üniversitesi, İstanbul.
  • da Costa, R. Q. M., Pompeu, J. E., de Mello, D. D., Moretto, E., Rodrigues, F. Z., dos Santos, M. D., ve diğerleri (2018). Two new virtual reality tasks for the assessment of spatial orientation Preliminary results of tolerability, sense of presence and usability. Dementia & Neuropsychologia, 12(2), 196.
  • De Leo, G., Diggs, L. A., Radici, E. ve Mastaglio, T. W. (2014). Measuring sense of presence and user characteristics to predict effective training in an online simulated virtual environment. Simulation in Healthcare, 9(1), 1-6.
  • Flavián, C., Ibáñez-Sánchez, S. ve Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547-560.
  • Freina, L. ve Ott, M. (2015). A literature review on immersive virtual reality in education: state of the art and perspectives. Paper presented at the The International Scientific Conference eLearning and Software for Education.
  • García-Valle, G., Ferre, M., Breñosa, J., & Vargas, D. (2017). Evaluation of presence in virtual environments: Haptic vest and User’s haptic skills. IEEE Access, 6, 7224-7233.
  • Gonçalves, G., Monteiro, P., Melo, M., Vasconcelos-Raposo, J. ve Bessa, M. (2020). A Comparative Study Between Wired and Wireless Virtual Reality Setups. IEEE Access, 8, 29249-29258.
  • Gorisse, G., Christmann, O., Amato, E. A. ve Richir, S. (2017). First-and Third-Person Perspectives in immersive Virtual environments: Presence and Performance analysis of embodied Users. Frontiers in Robotics and AI, 4, 33.
  • Gökoğlu, S. (2019). Sanal Gerçeklik Temelli Öğrenme Ortamının Yangın Güvenliğine Yönelik Davranışsal Becerilerin Gelişimine Etkisi. Lisansüstü Eğitim Enstitüsü (Bilgisayar ve Öğretim Teknolojileri Eğitimi).
  • Gökoğlu, S. ve Çakıroğlu, Ü. (2019). Sanal Gerçeklik Temelli Öğrenme Ortamlarında Bulunuşluk Hissinin Ölçülmesi: Bulunuşluk Ölçeğinin Türkçe’ye Uyarlanması. Eğitim Teknolojisi Kuram ve Uygulama, 9(1), 169-188.
  • Grabarczyk, P. ve Pokropski, M. (2016). Perception of affordances and experience of presence in virtual reality. Avant. The Journal of the Philosophical-Interdisciplinary Vanguard, 7(2).
  • Grassini, S. ve Laumann, K. (2020). Questionnaire measures and physiological correlates of presence: A systematic review. Frontiers in psychology, 11, 349.
  • Gromer, D., Reinke, M., Christner, I. ve Pauli, P. (2019). Causal interactive links between presence and fear in virtual reality height exposure. Frontiers in psychology, 10, 141.
  • Haans, A. ve Ijsselsteijn, W. A. (2012). Embodiment and telepresence: Toward a comprehensive theoretical framework✩. Interacting with Computers, 24(4), 211-218.
  • Harjunen, V. J., Ahmed, I., Jacucci, G., Ravaja, N. ve Spapé, M. M. (2017). Manipulating bodily presence affects cross-modal spatial attention: A virtual-reality-based ERP study. Frontiers in human neuroscience, 11, 79.
  • Heilig, M. L. (1962). Sensorama simulator: Google Patents.
  • Huang, K.-T. (2020). Exergaming executive functions: An immersive virtual reality-based cognitive training for adults aged 50 and older. Cyberpsychology, Behavior, and Social Networking, 23(3), 143-149.
  • Jeong, K., Kim, J., Kim, M., Lee, J. ve Kim, C. (2020). Asymmetric interface: user interface of asymmetric virtual reality for new presence and experience. Symmetry, 12(1), 53.
  • Kamińska, D., Sapiński, T., Wiak, S., Tikk, T., Haamer, R. E., Avots, E., ve diğerleri (2019). Virtual Reality and Its Applications in Education: Survey. Information, 10(10), 318.
  • Kardong-Edgren, S. S., Farra, S. L., Alinier, G. ve Young, H. M. (2019). A Call to Unify Definitions of Virtual Reality. Clinical Simulation in Nursing, 31, 28-34.
  • Kern, A. C. ve Ellermeier, W. (2020). Audio in VR: Effects of a soundscape and movement-triggered step sounds on presence. Frontiers in Robotics and AI. Kim, M., Jeon, C., &
  • Kim, J. (2017). A study on immersion and presence of a portable hand haptic system for immersive virtual reality. Sensors, 17(5), 1141.
  • Kim, M., Lee, J., Kim, C. ve Kim, J. (2018). Tpvr: User interaction of third person virtual reality for new presence and experience. Symmetry, 10(4), 109.
  • Kritikos, J., Zoitaki, C., Tzannetos, G., Mehmeti, A., Douloudi, M., Nikolaou, G., ve diğerleri (2020). Comparison between Full Body Motion Recognition Camera Interaction and Hand Controllers Interaction used in Virtual Reality Exposure Therapy for Acrophobia. Sensors, 20(5), 1244.
  • Larsson, P., Västfjäll, D., & Kleiner, M. (2008). Effects of auditory information consistency and room acoustic cues on presence in virtual environments. Acoustical Science and Technology, 29(2), 191-194.
  • Lee, J., Kim, M., & Kim, J. (2017). A study on immersion and VR sickness in walking interaction for immersive virtual reality applications. Symmetry, 9(5), 78.
  • Ling, Y., Nefs, H. T., Brinkman, W.-P., Qu, C. ve Heynderickx, I. (2013). The effect of perspective on presence and space perception. PloS one, 8(11), e78513.
  • Ling, Y., Nefs, H. T., Morina, N., Heynderickx, I. ve Brinkman, W.-P. (2014). A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders. PloS one, 9(5), e96144.
  • Lorenz, M., Brade, J., Diamond, L., Sjölie, D., Busch, M., Tscheligi, M., ve diğerleri (2018). Presence and user experience in a virtual environment under the influence of ethanol: an explorative study. Scientific reports, 8(1), 1-16.
  • Ma, R. ve Kaber, D. B. (2006). Presence, workload and performance effects of synthetic environment design factors. International Journal of Human-Computer Studies, 64(6), 541-552.
  • Magalie, O., Sameer, J. ve Philippe, B. (2018). Toward an automatic prediction of the sense of presence in virtual reality environment. Paper presented at the Proceedings of the 6th International Conference on Human-Agent Interaction.
  • Morina, N., Brinkman, W.-P., Hartanto, D. ve Emmelkamp, P. M. (2014). Sense of presence and anxiety during virtual social interactions between a human and virtual humans. PeerJ, 2, e337.
  • Munyan III, B. G., Neer, S. M., Beidel, D. C., & Jentsch, F. (2016). Olfactory stimuli increase presence in virtual environments. PloS one, 11(6), e0157568.
  • Murray, C. D., Fox, J. ve Pettifer, S. (2007). Absorption, dissociation, locus of control and presence in virtual reality. Computers in Human Behavior, 23(3), 1347-1354.
  • Narciso, D., Melo, M., Vasconcelos-Raposo, J., & Bessa, M. (2020). The impact of olfactory and wind stimuli on 360 videos using head-mounted displays. ACM Transactions on Applied Perception (TAP), 17(1), 1-13.
  • Nilsson, N. C., Nordahl, R. ve Serafin, S. (2016). Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence. Human Technology, 12(2).
  • North, M. M. ve North, S. M. (2016). A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems, 20.
  • Oh, C. S., Bailenson, J. N. ve Welch, G. F. (2018). A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114.
  • Park, W., Heo, H., Park, S. ve Kim, J. (2019). A Study on the Presence of Immersive User Interface in Collaborative Virtual Environments Application. Symmetry, 11(4), 476.
  • Price, M. ve Anderson, P. (2007). The role of presence in virtual reality exposure therapy. Journal of anxiety disorders, 21(5), 742-751.
  • Pritchard, S. C., Zopf, R., Polito, V., Kaplan, D. M., & Williams, M. A. (2016). Non-hierarchical influence of visual form, touch, and position cues on embodiment, agency, and presence in virtual reality. Frontiers in psychology, 7, 1649.
  • Radianti, J., Majchrzak, T. A., Fromm, J. ve Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.
  • Ribeiro, A. ve Monteiro, L. (2015). Induction affective scenarios virtual reality: assessment of the sensation of presence. Psicologia Clínica, 27(1), 139-160.
  • Rohrbach, N., Chicklis, E. ve Levac, D. E. (2019). What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review. Journal of neuroengineering and rehabilitation, 16(1), 79.
  • Schirm, J., Tullius, G. ve Habgood, J. (2019). Towards an Objective Measure of Presence: Examining Startle Reflexes in a Commercial Virtual Reality Game. Paper presented at the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts.
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  • Servotte, J.-C., Goosse, M., Campbell, S. H., Dardenne, N., Pilote, B., Simoneau, I. L., ve diğerleri (2020). Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness. Clinical Simulation in Nursing, 38, 35-43.
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  • Vasconcelos-Raposo, J., Melo, M., Teixeira, C., Cabral, L. ve Bessa, M. (2019). Adaptation and validation of the ITC-Sense of Presence Inventory for the Portuguese language. International Journal of Human-Computer Studies, 125, 1-6.
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Presence on Virtual Reality Environments

Yıl 2020, Cilt: 18 Sayı: 4, 261 - 282, 28.12.2020
https://doi.org/10.18026/cbayarsos.818457

Öz

Virtual reality is an important technology that enables individuals to experience different worlds by detaching themselves from existing physical reality. The sense of presence in virtual reality environments is expressed as a feeling or presence in the literature. In this study, a systematic and comprehensive analysis of existing studies related with the sense of presence experienced by individuals in virtual reality environments was conducted to contribute Turkish literature. The study was carried out within the framework of a systematic literature review. The study search was conducted on six different databases and 1167 studies were obtained. A three-stage study selection process was carried to study identification. To end, 56 studies directly related to the feeling of presence were included in this review. The findings obtained in this systematic review were summarized in four concepts, including cognitive - psychological studies, technical studies, sensory studies and theoretical - analysis studies. In conclusion, the important points of the concept were emphasized by making inferences about the sense of presence in the study and suggestions were made for future studies.

Kaynakça

  • Al Amri, A. Y., Osman, M. E. ve Al Musawi, A. S. (2020). The Effectiveness of a 3D-Virtual Reality Learning Environment (3D-VRLE) on the Omani Eighth Grade Students’ Achievement and Motivation towards Physics Learning. International Journal of Emerging Technologies in Learning (iJET), 15(05), 4-16.
  • Bailey, J. O. ve Bailenson, J. N. (2017). Immersive virtual reality and the developing child Cognitive development in digital contexts (pp. 181-200): Elsevier.
  • Ban, S. ve Hyun, K. H. (2019). Directional Force Feedback: Mechanical Force Concentration for Immersive Experience in Virtual Reality. Applied Sciences, 9(18), 3692.
  • Berki, B. (2020). Experiencing the Sense of Presence within an Educational Desktop Virtual Reality. Acta Polytechnica Hungarica, 17(2).
  • Bindman, S. W., Castaneda, L. M., Scanlon, M. ve Cechony, A. (2018). Am I a bunny? The impact of high and low immersion platforms and viewers' perceptions of role on presence, narrative engagement, and empathy during an animated 360° video. Paper presented at the Proceedings of the 2018 CHI conference on human factors in computing systems.
  • Borrego, A., Latorre, J., Alcañiz, M. ve Llorens, R. (2019). Embodiment and presence in virtual reality after stroke. A comparative study with healthy subjects. Frontiers in neurology, 10, 1061.
  • Borrego, A., Latorre, J., Llorens, R., Alcañiz, M. ve Noé, E. (2016). Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of neuroengineering and rehabilitation, 13(1), 68.
  • Chavez, B. ve Bayona, S. (2018). Virtual reality in the learning process. Paper presented at the World Conference on Information Systems and Technologies.
  • Cho, Y. H., Yim, S. Y. ve Paik, S. (2015). Physical and social presence in 3D virtual role-play for pre-service teachers. The Internet and Higher Education, 25, 70-77.
  • Clemente, M., Rodríguez, A., Rey, B., Rodríguez, A., Baños, R. M., Botella, C., ve diğerleri (2011). Analyzing the level of presence while navigating in a virtual environment during an fMRI scan. Paper presented at the IFIP Conference on Human-Computer Interaction.
  • Coelho, T., de Oliveira, R., Cardoso, T., & Rybarczyk, Y. (2013, July). Body ownership of virtual avatars: an affordance approach of telepresence. In International Summer Workshop on Multimodal Interfaces (pp. 3-19). Springer, Berlin, Heidelberg.
  • Cooper, N., Milella, F., Pinto, C., Cant, I., White, M. ve Meyer, G. (2018). The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment. PloS one, 13(2), e0191846.
  • Çağlar, C. (2019). Yabancı Dil Öğretiminde Seyahat İngilizcesi İçin Sanal Gerçeklik Uygulamasının Geliştirilmesi. (Yüksek Lisans Tezi), İstanbul Üniversitesi, İstanbul.
  • da Costa, R. Q. M., Pompeu, J. E., de Mello, D. D., Moretto, E., Rodrigues, F. Z., dos Santos, M. D., ve diğerleri (2018). Two new virtual reality tasks for the assessment of spatial orientation Preliminary results of tolerability, sense of presence and usability. Dementia & Neuropsychologia, 12(2), 196.
  • De Leo, G., Diggs, L. A., Radici, E. ve Mastaglio, T. W. (2014). Measuring sense of presence and user characteristics to predict effective training in an online simulated virtual environment. Simulation in Healthcare, 9(1), 1-6.
  • Flavián, C., Ibáñez-Sánchez, S. ve Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547-560.
  • Freina, L. ve Ott, M. (2015). A literature review on immersive virtual reality in education: state of the art and perspectives. Paper presented at the The International Scientific Conference eLearning and Software for Education.
  • García-Valle, G., Ferre, M., Breñosa, J., & Vargas, D. (2017). Evaluation of presence in virtual environments: Haptic vest and User’s haptic skills. IEEE Access, 6, 7224-7233.
  • Gonçalves, G., Monteiro, P., Melo, M., Vasconcelos-Raposo, J. ve Bessa, M. (2020). A Comparative Study Between Wired and Wireless Virtual Reality Setups. IEEE Access, 8, 29249-29258.
  • Gorisse, G., Christmann, O., Amato, E. A. ve Richir, S. (2017). First-and Third-Person Perspectives in immersive Virtual environments: Presence and Performance analysis of embodied Users. Frontiers in Robotics and AI, 4, 33.
  • Gökoğlu, S. (2019). Sanal Gerçeklik Temelli Öğrenme Ortamının Yangın Güvenliğine Yönelik Davranışsal Becerilerin Gelişimine Etkisi. Lisansüstü Eğitim Enstitüsü (Bilgisayar ve Öğretim Teknolojileri Eğitimi).
  • Gökoğlu, S. ve Çakıroğlu, Ü. (2019). Sanal Gerçeklik Temelli Öğrenme Ortamlarında Bulunuşluk Hissinin Ölçülmesi: Bulunuşluk Ölçeğinin Türkçe’ye Uyarlanması. Eğitim Teknolojisi Kuram ve Uygulama, 9(1), 169-188.
  • Grabarczyk, P. ve Pokropski, M. (2016). Perception of affordances and experience of presence in virtual reality. Avant. The Journal of the Philosophical-Interdisciplinary Vanguard, 7(2).
  • Grassini, S. ve Laumann, K. (2020). Questionnaire measures and physiological correlates of presence: A systematic review. Frontiers in psychology, 11, 349.
  • Gromer, D., Reinke, M., Christner, I. ve Pauli, P. (2019). Causal interactive links between presence and fear in virtual reality height exposure. Frontiers in psychology, 10, 141.
  • Haans, A. ve Ijsselsteijn, W. A. (2012). Embodiment and telepresence: Toward a comprehensive theoretical framework✩. Interacting with Computers, 24(4), 211-218.
  • Harjunen, V. J., Ahmed, I., Jacucci, G., Ravaja, N. ve Spapé, M. M. (2017). Manipulating bodily presence affects cross-modal spatial attention: A virtual-reality-based ERP study. Frontiers in human neuroscience, 11, 79.
  • Heilig, M. L. (1962). Sensorama simulator: Google Patents.
  • Huang, K.-T. (2020). Exergaming executive functions: An immersive virtual reality-based cognitive training for adults aged 50 and older. Cyberpsychology, Behavior, and Social Networking, 23(3), 143-149.
  • Jeong, K., Kim, J., Kim, M., Lee, J. ve Kim, C. (2020). Asymmetric interface: user interface of asymmetric virtual reality for new presence and experience. Symmetry, 12(1), 53.
  • Kamińska, D., Sapiński, T., Wiak, S., Tikk, T., Haamer, R. E., Avots, E., ve diğerleri (2019). Virtual Reality and Its Applications in Education: Survey. Information, 10(10), 318.
  • Kardong-Edgren, S. S., Farra, S. L., Alinier, G. ve Young, H. M. (2019). A Call to Unify Definitions of Virtual Reality. Clinical Simulation in Nursing, 31, 28-34.
  • Kern, A. C. ve Ellermeier, W. (2020). Audio in VR: Effects of a soundscape and movement-triggered step sounds on presence. Frontiers in Robotics and AI. Kim, M., Jeon, C., &
  • Kim, J. (2017). A study on immersion and presence of a portable hand haptic system for immersive virtual reality. Sensors, 17(5), 1141.
  • Kim, M., Lee, J., Kim, C. ve Kim, J. (2018). Tpvr: User interaction of third person virtual reality for new presence and experience. Symmetry, 10(4), 109.
  • Kritikos, J., Zoitaki, C., Tzannetos, G., Mehmeti, A., Douloudi, M., Nikolaou, G., ve diğerleri (2020). Comparison between Full Body Motion Recognition Camera Interaction and Hand Controllers Interaction used in Virtual Reality Exposure Therapy for Acrophobia. Sensors, 20(5), 1244.
  • Larsson, P., Västfjäll, D., & Kleiner, M. (2008). Effects of auditory information consistency and room acoustic cues on presence in virtual environments. Acoustical Science and Technology, 29(2), 191-194.
  • Lee, J., Kim, M., & Kim, J. (2017). A study on immersion and VR sickness in walking interaction for immersive virtual reality applications. Symmetry, 9(5), 78.
  • Ling, Y., Nefs, H. T., Brinkman, W.-P., Qu, C. ve Heynderickx, I. (2013). The effect of perspective on presence and space perception. PloS one, 8(11), e78513.
  • Ling, Y., Nefs, H. T., Morina, N., Heynderickx, I. ve Brinkman, W.-P. (2014). A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders. PloS one, 9(5), e96144.
  • Lorenz, M., Brade, J., Diamond, L., Sjölie, D., Busch, M., Tscheligi, M., ve diğerleri (2018). Presence and user experience in a virtual environment under the influence of ethanol: an explorative study. Scientific reports, 8(1), 1-16.
  • Ma, R. ve Kaber, D. B. (2006). Presence, workload and performance effects of synthetic environment design factors. International Journal of Human-Computer Studies, 64(6), 541-552.
  • Magalie, O., Sameer, J. ve Philippe, B. (2018). Toward an automatic prediction of the sense of presence in virtual reality environment. Paper presented at the Proceedings of the 6th International Conference on Human-Agent Interaction.
  • Morina, N., Brinkman, W.-P., Hartanto, D. ve Emmelkamp, P. M. (2014). Sense of presence and anxiety during virtual social interactions between a human and virtual humans. PeerJ, 2, e337.
  • Munyan III, B. G., Neer, S. M., Beidel, D. C., & Jentsch, F. (2016). Olfactory stimuli increase presence in virtual environments. PloS one, 11(6), e0157568.
  • Murray, C. D., Fox, J. ve Pettifer, S. (2007). Absorption, dissociation, locus of control and presence in virtual reality. Computers in Human Behavior, 23(3), 1347-1354.
  • Narciso, D., Melo, M., Vasconcelos-Raposo, J., & Bessa, M. (2020). The impact of olfactory and wind stimuli on 360 videos using head-mounted displays. ACM Transactions on Applied Perception (TAP), 17(1), 1-13.
  • Nilsson, N. C., Nordahl, R. ve Serafin, S. (2016). Immersion Revisited: A Review of Existing Definitions of Immersion and Their Relation to Different Theories of Presence. Human Technology, 12(2).
  • North, M. M. ve North, S. M. (2016). A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems, 20.
  • Oh, C. S., Bailenson, J. N. ve Welch, G. F. (2018). A systematic review of social presence: Definition, antecedents, and implications. Frontiers in Robotics and AI, 5, 114.
  • Park, W., Heo, H., Park, S. ve Kim, J. (2019). A Study on the Presence of Immersive User Interface in Collaborative Virtual Environments Application. Symmetry, 11(4), 476.
  • Price, M. ve Anderson, P. (2007). The role of presence in virtual reality exposure therapy. Journal of anxiety disorders, 21(5), 742-751.
  • Pritchard, S. C., Zopf, R., Polito, V., Kaplan, D. M., & Williams, M. A. (2016). Non-hierarchical influence of visual form, touch, and position cues on embodiment, agency, and presence in virtual reality. Frontiers in psychology, 7, 1649.
  • Radianti, J., Majchrzak, T. A., Fromm, J. ve Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778.
  • Ribeiro, A. ve Monteiro, L. (2015). Induction affective scenarios virtual reality: assessment of the sensation of presence. Psicologia Clínica, 27(1), 139-160.
  • Rohrbach, N., Chicklis, E. ve Levac, D. E. (2019). What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review. Journal of neuroengineering and rehabilitation, 16(1), 79.
  • Schirm, J., Tullius, G. ve Habgood, J. (2019). Towards an Objective Measure of Presence: Examining Startle Reflexes in a Commercial Virtual Reality Game. Paper presented at the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts.
  • Schulz, P., Alexandrovsky, D., Putze, F., Malaka, R. ve Schöning, J. (2019). The Role of Physical Props in VR Climbing Environments. Paper presented at the Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems.
  • Schwind, V., Knierim, P., Haas, N. ve Henze, N. (2019). Using presence questionnaires in virtual reality. Paper presented at the Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems.
  • Serin, H. (2020). Virtual Reality in Education from the Perspective of Teachers. Amazonia investiga, 9(26), 291-303.
  • Servotte, J.-C., Goosse, M., Campbell, S. H., Dardenne, N., Pilote, B., Simoneau, I. L., ve diğerleri (2020). Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness. Clinical Simulation in Nursing, 38, 35-43.
  • Sherman, W. R. ve Craig, A. B. (2019). Chapter 1 - Introduction to Virtual Reality. In A. B. C. William R. Sherman (Ed.), Understanding Virtual Reality (Second Edition) (pp. 4-58): Morgan Kaufmann.
  • Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British Journal of Psychology, 109(3), 431-433.
  • Sutherland, I. E. (1965). The ultimate display. Multimedia: From Wagner to virtual reality, 1.
  • T. T. Tran, H., Ngoc, N. P., Pham, C. T., Jung, Y. J. ve Thang, T. C. (2019). A subjective study on user perception aspects in virtual reality. Applied Sciences, 9(16), 3384.
  • Tanaka, N. ve Takagi, H. (2004). Virtual reality environment design of managing both presence and virtual reality sickness. Journal of physiological anthropology and applied human science, 23(6), 313-317.
  • Tunga, Y., ve Geriş. A. (2020) Eğitimde Sanal Gerçeklik Kullanımı. In Inceoğlu, M. M (Eds.), Endüstri 4.0 (Dördüncü Sanayi Devrimi) ve Eğitim (pp. 101-122). ISBN: 978-605-2263-93-8
  • Tussyadiah, I. P., Wang, D., Jung, T. H. ve tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140-154.
  • Vasconcelos-Raposo, J., Melo, M., Teixeira, C., Cabral, L. ve Bessa, M. (2019). Adaptation and validation of the ITC-Sense of Presence Inventory for the Portuguese language. International Journal of Human-Computer Studies, 125, 1-6.
  • Velichkovsky, B. B., Gusev, A. N., Kremlev, A. E. ve Grigorovich, S. S. (2017). Cognitive control influences the sense of presence in virtual environments with different immersion levels. Paper presented at the International Conference on Augmented Reality, Virtual Reality and Computer Graphics.
  • Weech, S., Kenny, S. ve Barnett-Cowan, M. (2019). Presence and cybersickness in virtual reality are negatively related: a review. Frontiers in psychology, 10, 158.
  • Zou, W., Yang, F., Zhang, W., Li, Y. ve Yu, H. (2018). A framework for assessing spatial presence of omnidirectional video on virtual reality device. IEEE Access, 6, 44676-44684.
  • Zou, W., Zhang, W., Song, J., Yang, F. ve Le Callet, P. (2019). A Novel Method for Assessing the Spatial Presence of Omnidirectional Videos: Comparing Virtual and Real World. IEEE Access, 7, 183405-183413.
Toplam 73 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Bölüm Makaleler
Yazarlar

Ali Geriş 0000-0003-2136-5490

Yeliz Tunga 0000-0002-4046-4198

Yayımlanma Tarihi 28 Aralık 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 18 Sayı: 4

Kaynak Göster

APA Geriş, A., & Tunga, Y. (2020). Sanal Gerçeklik Ortamlarında Bulunma Hissi. Manisa Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 18(4), 261-282. https://doi.org/10.18026/cbayarsos.818457