Concepedia

Concept

virtual worlds

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547K

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21.6K

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Institutions

Telepresence-Centered Virtual Reality

1992 - 1998

Telepresence emerged as the central theoretical lens shaping how researchers evaluate and design virtual environments, linking perceptual fidelity, involvement, and social factors to the user’s sense of presence. Virtual reality was framed as a practical instructional and design medium for visual-spatial tasks, architectural navigation tooling, and collaborative research spaces, bridging theory with real-world applications. Interaction design emphasized natural affordances, scalable reach, and shared interfaces to support presence and task performance, while sickness and diffusion barriers prompted empirical reviews and regional activity mapping to chart adoption pathways and mitigation strategies.

Presence and telepresence emerged as the central theoretical lens in VR, with multidimensional definitions, perceptual and cognitive determinants, and subjective experience informing design and evaluation [5], [6], [4], [17], [11], [1], [9].

VR is framed as a practical instructional and design medium, used for visual-spatial tasks, architectural human factors, navigation tooling, and collaborative research spaces, bridging theory and real-world applications [7], [15], [12], [13], [18].

Interaction design in virtual worlds emphasizes natural affordances, scalable reach, and shared interfaces, blending go-go style manipulation, navigation aids, and multi-user collaboration to support presence and task performance [19], [12], [9], [18], [13].

Sickness and diffusion barriers influence VR uptake, prompting empirical reviews and regional activity mapping to chart constraints, adoption pathways, and mitigation strategies [10], [14], [16].

Presence-Oriented Immersive VR

1999 - 2005

Embodiment in Virtual Worlds

2006 - 2015

Metaverse XR Education

2016 - 2024