Abstract
Over the last 20 years, the notion of presence has been omnipresent in research into the design, use, and effects of virtual reality. Despite the popularity of the term, a review of this literature shows presence to be ill-defined, poorly specified, and presumed as the universal end goal of VR experiences. Our presentation provides an intentional provocation of the assumptions and aims of presence-driven VR research, with the end goal of driving critical thinking and open discussion towards the development and refinement of a general theory on user experiences in VR.
Original language | English |
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State | Published - 2019 |