Rocznik Kognitywistyczny

Proces adaptacji jednostki do rzeczywistości wirtualnej i środowiska 3D

Data publikacji: 14.11.2016

Rocznik Kognitywistyczny, 2016, Tom 9, s. 1 - 11



Marcin Koziński
Wszystkie publikacje autora →


Adaptation to virtual reality and 3D environment

This paper is an attempt to systematize important factors in achieving immersion and psychological presence in virtual reality. The author is trying to build a theoretical model of adaptation to VR. From the psychological point of view introduces adaptation concept and other ideas like: temporal markers, the importance of randomness in VR environment, or “emotional triggers”.


Baños, R.M., Botella, C., Garcia-Palacios, A., Villa, H., Perpiña, C., Alcañiz, M. (2000). Presence and reality judgment in virtual environments: A unitary construct? CyberPsychology
& Behavior
, 3(3), 327–335.

Baños, R.M., Botella, C., Alcañiz, M., Liaño, V., Guerrero, B., Rey, B. (2004). Immersion and emotion: their impact on the sense of presence. CyberPsychology & Behavior, 7(6), 734–741.

Blascovich, J., Bailenson, J. (2006). Immersive virtual environments and education simulations. W: P. Cohen, T. Rehberger (eds.). Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and Humanities. Mahwah, NJ: Lawrence Earlbaum Associates, Inc.

Brown, E., Cairns, P. (2004). A grounded investigation of game immersion. CHI’04 extended abstracts on Human factors in computing systems. ACM.

Bystrom, K., Barfield, W., Hendrix, C. (1999). A conceptual model of the sense of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 8, 241–244.

Cummings, J., Bailenson, J.N., Fidler, M.J. (2012). How Immersive is Enough?: A Foundation for a Meta-analysis of the Effect of Immersive Technology on Measured Presence. Proceedings of the ISPR Presence Live conference, October 24–26, Philadelphia, PA.

Ermi, L., Mäyrä, F. (2005). „Fundamental Components of the Gameplay Experience: Analysing Immersion”, Proceedings of DiCRA 200s Conference: Changing Views Worlds in Play, http://www.digra.org/dl/db/06276..j1516.pdf, 7–8.

Fox, J., Bailenson, J.N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12, 1–25.

LaViola Jr., J. (1999). A Discussion of Cybersickness in Virtual Environments Brown University Providence, RI.

Malbos, E., Rapee, R., Kavakli, M. (2012). Behavioral presence test in threatening virtual environments. Presence: Teleoperators and Virtual Environments, 21, 3, 268–280.

Pasch, M., Bianchi-Berthouze, N., Van Dijk, B., Nijholt, A. (2009). Immersion in Movement-Based Interaction. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, LNICST (Vol. 9, pp. 169–180). Springer Berlin Heidelberg.

Piaget, J. (1981). Równoważenie struktur poznawczych. Warszawa: PWN.

Schubert, T., Friedmann, F., Regenbrecht, H., (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators and Virtual Environments, 10(3), 266–281.

Slater, M., Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments.Presence Teleoperators and Virtual Environments, 6(6), 603–616.

Stanney, K.M., Mourant, R.R., Kennedy, R.S. (1998). Human factors issues in virtual environments: A review of the literature. Presence: Teleoperators and Virtual Environments, 7(4).

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42, 73–93.

Ullah, S. (2011). Multi-modal Interaction in Collaborative Virtual Environments: Study and analysis of performance in collaborative work. Human-Computer Interaction. Université d’Evry-Val-d’Essonne.

Welch, R.B., Mohler, B.J. (2014). Adapting to virtual environments. W: K.S. Hale, K.M. Stanney. Handbook of Virtual Environments: Design, Implementation, and Applications, Second Edition, CRC Press.

Witmer, B.G., Singer, M.J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire.Presence: Teleoperators and Virtual Environments, 7(3), 225–240.


Informacje: Rocznik Kognitywistyczny, 2016, s. 1 - 11

Typ artykułu: Oryginalny artykuł naukowy



Adaptation to virtual reality and 3D environment

Publikacja: 14.11.2016

Status artykułu: Otwarte __T_UNLOCK

Licencja: Żadna

Udział procentowy autorów:

Marcin Koziński (Autor) - 100%

Korekty artykułu:


Języki publikacji:


Liczba wyświetleń: 2209

Liczba pobrań: 1611