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Fall 2014
This article was originally published in
Presence: Teleoperators and Virtual Environments
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In this Issue
Editorial Notes
Articles
Psychological and Physiological Responses to Stereoscopic 3D Presentation in Handheld Digital Gaming: Comparing the Experiences of Frequent and Infrequent Game Players
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 341–353.
Combining EEG Data with Place and Plausibility Responses as an Approach to Measuring Presence in Outdoor Virtual Environments
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 354–368.
Could a Virtual Human Be Used to Explore Excessive Daytime Sleepiness in Patients?
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 369–376.
Design Choices and Their Implications for 3D Mid-Air Manipulation Techniques
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 377–392.
Collaborative Networked Virtual Surgical Simulators (CNVSS) Implementing Hybrid Client–Server Architecture: Factors Affecting Collaborative Performance
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 393–409.
Perceptual Conflicts in a Multi-Stereoscopic Immersive Virtual Environment: Case Study on Face-to-Face Interaction through an Avatar
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 410–429.
Do 3D Moviegoers Enjoy Screenings More than 2D Moviegoers?—On the Impact of 3D Fantasy Movie Perception on Enjoyment
Presence: Teleoperators and Virtual Environments (2014) 23 (4): 430–448.
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