Perez-Marcos, Daniel http://orcid.org/0000-0002-6162-5093
Article History
Received: 11 June 2018
Accepted: 12 November 2018
First Online: 26 November 2018
Authors’ information
: DPM is a Senior Scientist investigating on neurotechnologies for healthcare, with special focus on virtual reality-based rehabilitation after brain damage.
: Not applicable.
: Not applicable.
: DPM is employee of MindMaze SA.
: Exergame: A game that involves physical exercise and that integrate motion-tracking technology (e.g., using Nintendo Wii Remotes or Microsoft Kinect) that enables interaction with the game and real-time feedback of user’s performance.Immersion: Deep mental involvement in something [CitationRef removed]. In the context of virtual reality, and in a technical acceptation of the term, immersion is achieved by removing as many real-world sensations as possible and substituting these with the sensations corresponding to the virtual reality experience [CitationRef removed].Plausibility illusion: The illusion that the scenario being depicted is actually occurring [CitationRef removed].Presence: Commonly defined as “the feeling of being there” [CitationRef removed], presence is the psychological product of technological immersion. The level of presence is usually proportional to the level of immersion provided. Also referred to as Place Illusion [CitationRef removed].Videogame: A game played by electronically manipulating images produced by a computer program on a monitor or other display [CitationRef removed].Virtual embodiment: The illusion of having (i.e. feeling as if real) a body in a virtual reality experience.Virtual reality experience: An experience on a virtual reality medium and composed of a set of qualities, including immersion, interaction, sensorimotor contingencies, and illusions.Virtual reality system: A set of physical solutions or means to generate virtual reality experiences.
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