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Jun 23, 2010

First person experience of body transfer in virtual reality

First person experience of body transfer in virtual reality.

PLoS One. 2010;5(5):e10564

Authors: Slater M, Spanlang B, Sanchez-Vives MV, Blanke O

BACKGROUND: Altering the normal association between touch and its visual correlate can result in the illusory perception of a fake limb as part of our own body. Thus, when touch is seen to be applied to a rubber hand while felt synchronously on the corresponding hidden real hand, an illusion of ownership of the rubber hand usually occurs. The illusion has also been demonstrated using visuomotor correlation between the movements of the hidden real hand and the seen fake hand. This type of paradigm has been used with respect to the whole body generating out-of-the-body and body substitution illusions. However, such studies have only ever manipulated a single factor and although they used a form of virtual reality have not exploited the power of immersive virtual reality (IVR) to produce radical transformations in body ownership. PRINCIPAL FINDINGS: Here we show that a first person perspective of a life-sized virtual human female body that appears to substitute the male subjects' own bodies was sufficient to generate a body transfer illusion. This was demonstrated subjectively by questionnaire and physiologically through heart-rate deceleration in response to a threat to the virtual body. This finding is in contrast to earlier experimental studies that assume visuotactile synchrony to be the critical contributory factor in ownership illusions. Our finding was possible because IVR allowed us to use a novel experimental design for this type of problem with three independent binary factors: (i) perspective position (first or third), (ii) synchronous or asynchronous mirror reflections and (iii) synchrony or asynchrony between felt and seen touch. CONCLUSIONS: The results support the notion that bottom-up perceptual mechanisms can temporarily override top down knowledge resulting in a radical illusion of transfer of body ownership. The research also illustrates immersive virtual reality as a powerful tool in the study of body representation and experience, since it supports experimental manipulations that would otherwise be infeasible, with the technology being mature enough to represent human bodies and their motion.

Jan 09, 2010

Sense of agency primes manual motor responses

Sense of agency primes manual motor responses.

Perception. 2009;38(1):69-78

Authors: Longo MR, Haggard P

Perceiving the body influences how we perceive and respond to stimuli in the world. We investigated the respective effects of different components of bodily representation--the senses of ownership and agency--on responses to simple visual stimuli. Participants viewed a video image of their hand on a computer monitor presented either in real time, or with a systematic delay. Blocks began with an induction period in which the index finger was (i) brushed, (ii) passively moved, or (iii) actively moved by the participant. Subjective reports showed that the sense of ownership over the seen hand emerged with synchronous video, regardless of the type of induction, whereas the sense of agency over the hand emerged only following synchronous video with active movement. Following induction, participants responded as quickly as possible to the onset of visual stimuli near the hand by pressing a button with their other hand. Reaction time was significantly speeded when participants had a sense of agency over their seen hand. This effect was eliminated when participants responded vocally, suggesting that it reflects priming of manual responses, rather than enhanced stimulus detection. These results suggest that vision of one's own hand-and, specifically, the sense of agency over that hand-primes manual motor responses.

Nov 18, 2009

RAVE 2010 - Real Actions in Virtual Environments - Call for Papers

RAVE 2010 - Real Actions in Virtual Environments - Call for Papers

See website: http://www.raveconference.com

* When: 3rd March, 2010.

* Where:

Palau de les Heures, University of Barcelona, Campus Mundet, Passeig de la Vall d’Hebron, 171 08035 Barcelona.

* Keynote Speaker - Dr Hunter Hoffman,

http://www.hitl.washington.edu/people/hunter/, University of Washington, USA

* Papers -  may be submitted directly for oral presentation at the conference and a special issue of PRESENCE: Teleoperators and Virtual Environments, MIT Press, to be published in August 2010.

* Abstracts may be submitted for oral presentation at the conference or will presented as posters (see website for details).

***Deadline for paper submission: 8th January, 2010*** 23.59 Central European Time (Paris, Madrid)

Oct 20, 2009

Inducing a virtual hand ownership illusion through a brain-computer interface

Inducing a virtual hand ownership illusion through a brain-computer interface.

Neuroreport. 2009 Apr 22;20(6):589-594

Authors: Perez-Marcos D, Slater M, Sanchez-Vives MV

The apparently stable brain representation of our bodies is easily challenged. We have recently shown that the illusion of ownership of a three-dimensional virtual hand can be evoked through synchronous tactile stimulation of a person's hidden real hand and that of the virtual hand. This reproduces the well-known rubber-hand illusion, but in virtual reality. Here we show that some aspects of the illusion can also occur through motor imagery used to control movements of a virtual hand. When movements of the virtual hand followed motor imagery, the illusion of ownership of the virtual hand was evoked and muscle activity measured through electromyogram correlated with movements of the virtual arm. Using virtual bodies has a great potential in the fields of physical and neural rehabilitation, making the understanding of ownership of a virtual body highly relevant.

Jun 17, 2009

How does visual thinking work in the mind of a person with autism?

How does visual thinking work in the mind of a person with autism? A personal account.

Philos Trans R Soc Lond B Biol Sci. 2009 May 27;364(1522):1437-42

Authors: Grandin T

My mind is similar to an Internet search engine that searches for photographs. I use language to narrate the photo-realistic pictures that pop up in my imagination. When I design equipment for the cattle industry, I can test run it in my imagination similar to a virtual reality computer program. All my thinking is associative and not linear. To form concepts, I sort pictures into categories similar to computer files. To form the concept of orange, I see many different orange objects, such as oranges, pumpkins, orange juice and marmalade. I have observed that there are three different specialized autistic/Asperger cognitive types. They are: (i) visual thinkers such as I who are often poor at algebra, (ii) pattern thinkers such as Daniel Tammet who excel in math and music but may have problems with reading or writing composition, and (iii) verbal specialists who are good at talking and writing but they lack visual skills.

Jun 15, 2009

Equivalence of Real-World and Virtual-Reality Route Learning

Equivalence of Real-World and Virtual-Reality Route Learning: A Pilot Study.

Cyberpsychol Behav. 2009 Jun 10;

Authors: Lloyd J, Persaud NV, Powell TE

Abstract There is good evidence for effective transfer of learning from virtual to real-world environments, and this holds true even for complex spatial tasks such as route learning. However, there is little research into the simple equivalence of an individual's performance across real and virtual environments, an important topic which could support the use of virtual reality as an assessment and research tool. This pilot study compared route-learning performance in a desktop virtual town with performance around a real-world route. Participants were "driven" around a route through a virtual town and around a different (but equally complex) route through a real-world suburb, then asked to direct the driver back around each of the routes from memory. They completed strategy checklists after learning each route. Results indicated good equivalence between the real and virtual environments, with comparable error rates and no differences in strategy preferences. This demonstrates that simple desktop virtual environments may be a useful tool for assessment of and research into route learning.

Apr 29, 2009

Ultimate virtual reality will trigger five senses

Via New Scientist

The New Scientist reports that researchers at University of York and the University of Warwick are designing a device able to manipulate five of a person's senses, to provide them with the illusion of being somewhere else.

Mar 20, 2008

2nd PEACH Summer School: Technologies and Applications - Dubrovnik, Croatia

Event Date: 9 July 2008 to 11 July 2008
Are you a presence researcher or PhD student? Are you looking to find out more about the latest presence research, technologies and applications? If so then the second PEACH Summer School is for you.

PEACH is an EU FP6 Coordination Action on Presence. Its objective is to stimulate, structure and support the presence research community, with a special focus on the challenges associated with the interdisciplinary character of the field. It also has the objective of producing visions and roadmaps to support ongoing and future research. The Summer School is the ideal place to join the leaders in the field for a series of lectures and presentations. There are also working groups, which will focus on the latest technologies and applications along with poster/demo sessions where you will present your work to other attendees and experts.

SPEAKERS INCLUDE
Prof Mel Slater, Universitat Politècnica de Catalunya (PRESENCCIA IP-EU Project)
Prof Franco Tecchia, PERCRO - Scuola Superiore Sant'Anna
Prof Mavi Sanchez-Vives, Institut d'Investigacions Biomèdiques August Pi i Sunyer (PRESENCCIA IP-EU Project)
Prof Selim Balcisoy, Sabanci University
Prof Benoit Macq, Université catholique de Louvain
Dr Xavier Marichal, Alterface S.A.
Dr Ralph Schroeder, Oxford Internet Institute
Dr Eric Meyer, Oxford Internet Institute
Prof Jeremy Bailenson, Stanford University
Prof Dominic Massaro, University of California, Santa Cruz
Prof Miriam Reiner, Technion (PRESENCCIA and IMMERSENCE IP-EU Project)
Fulvio Dominici, Ultramundum Foundation
Gianluca Zaffiro, Telecom Italia
Prof Igor Pandžić, University of Zagreb
Dr Marco Gillies, University College London
Dr Rod McCall, Fraunhofer FIT (IPCity EU Project)
Claudia Redaelli, ITIA
Prof. Martyn Bracewell, University of Wales, Bangor

The deadline for registration is the 18th April.

Nov 17, 2007

Cisco Experimenting with an On-Stage Telepresence Experience

Via Human Productivity Lab

  

 

Cisco demonstrated an "On-Stage" Telepresence experience at the launch of their Globilization Center East in Bangalore, India.  During a presentation to the media in Bangalore, Cisco CEO John Chambers "beamed up" Marthin De Beer, Senior Vice President of Emerging Technology Group at Cisco, and Chuck Stucki the General Manager of the Telepresence Business Unit from San Jose. The photorealistic and lifesize virtual duo from San Jose then interacted with the Cisco CEO and presented to the audience in India.  You can check out a video of the launch of the Cisco Globalization Center East which includes the stand up telepresence experience on the Cisco video website here:
http://tools.cisco.com/cmn/jsp/index.jsp?id=67656

Sep 13, 2007

Telepresence robot for interpersonal communication with the elderly

Developing a Telepresence Robot for Interpersonal Communication with the Elderly in a Home Environment.

Telemed J E Health. 2007 Aug;13(4):407-424

Authors: Tsai TC, Hsu YL, Ma AI, King T, Wu CH

"Telepresence" is an interesting field that includes virtual reality implementations with human-system interfaces, communication technologies, and robotics. This paper describes the development of a telepresence robot called Telepresence Robot for Interpersonal Communication (TRIC) for the purpose of interpersonal communication with the elderly in a home environment. The main aim behind TRIC's development is to allow elderly populations to remain in their home environments, while loved ones and caregivers are able to maintain a higher level of communication and monitoring than via traditional methods. TRIC aims to be a low-cost, lightweight robot, which can be easily implemented in the home environment. Under this goal, decisions on the design elements included are discussed. In particular, the implementation of key autonomous behaviors in TRIC to increase the user's capability of projection of self and operation of the telepresence robot, in addition to increasing the interactive capability of the participant as a dialogist are emphasized. The technical development and integration of the modules in TRIC, as well as human factors considerations are then described. Preliminary functional tests show that new users were able to effectively navigate TRIC and easily locate visual targets. Finally the future developments of TRIC, especially the possibility of using TRIC for home tele-health monitoring and tele-homecare visits are discussed.

Jul 08, 2007

Field dependency and the sense of object-presence in haptic virtual environments

Field dependency and the sense of object-presence in haptic virtual environments.

Cyberpsychol Behav. 2007 Apr;10(2):243-51

Authors: Hecht D, Reiner M

Virtual environment (VE) users often report having a sense of being present in the virtual place or a sense that the virtual object is present in their environment. This sense of presence depends on both the technological fidelity (e.g., in graphics, haptics) and the users' cognitive/ personality characteristics. This study examined the correlation between user's cognitive style on the field-dependency dimension and the level of object-presence they reported in a haptic VE. Results indicated that field-independent individuals reported higher presence ratings compared to field-dependent participants. We hypothesize that field-independents' advantage in reorganizing the perceptual field and constructing it according to their previously acquired internal knowledge enables them to cognitively reconstruct the VE experience more efficiently by selectively attending only to the relevant cues and by filling in the gap of missing information with their previous knowledge and creative imagination. This active and creative cognitive process may be behind the enhanced sense of presence. In addition, we raise a possible linkage between field dependency, the sense of presence, and simulator sickness phenomenon.

Jun 30, 2007

Are you Living in a Computer Simulation?

Via Networked Performance


gwyn-winking-2007-160x160.gif

 

Are you Living in a Computer Simulation? by Nick Bostrom, Department of Philosophy, Oxford University.

 

ABSTRACT: This paper argues that at least one of the following propositions is true: (1) the human species is very likely to go extinct before reaching a "posthuman" stage; (2) any posthuman civilization is extremely unlikely to run a significant number of simulations of their evolutionary history (or variations thereof); (3) we are almost certainly living in a computer simulation. It follows that the belief that there is a significant chance that we will one day become posthumans who run ancestor-simulations is false, unless we are currently living in a simulation. A number of other consequences of this result are also discussed. 

"Why the Matrix? Why did the machines do it? (Human brains may be many things, but efficient batteries they are not.) How could they justify a world whose inhabitants are systematically deceived about their fundamental reality, ignorant about the reason why they exist, and subject to all the cruelty and suffering that we witness in the world around us?" From Why Make a Matrix? And Why You Might Be In One: by Nick Bostrom.

Also see: Simulism is a concept that deals with the possibility that we are living in a simulation.

Jun 24, 2007

DVE Tele-Immersion Room Debuts At Telepresence World

Via Vroot

News Pic

A new teleimmersive technology was launched at the Telepresence World Conference, being held in San Diego, US.

From the company website: 

The patented DVE Tele-Immersive Room is the world’s most realistic group-teleconferencing experience where the conferees appear in the 3D space of the room. After analysis of total needs of corporations for their high-end communications requirements, DVE created the DVE-Tele-Immersion RoomTM that provides:

  • True augmented reality conferencing
  • Eye level mounted camera behind the image
  • Full presentation environment
  • Fully immersive where the imaged people can be seen sitting and standing in the physical room
  • High end digital cinema
  • Stunning corporate marketing tool with recorded presentation for visiting clients
  • Volumetric 3D visualization of 3D objects up to 9 feet wide floating in air
  • Optional stereoscopic 3D visualization

 

Jun 19, 2007

NeuroVR presented to the US congress

a little self-promotion... ;-)

last week we presented NeuroVR, an open-source virtual reality software platform for clinical and neuroscience applications, to the Congressional Modeling & Simulation Caucus , during the CyberTherapy Reception.

The Reception was held on Wednesday, June 13 from 5-7 pm in the foyer of the Rayburn House Office Building, Washington, DC, USA.

read the full news release


 

 

Jun 07, 2007

Virtual reality exposure therapy for anxiety disorders: A meta-analysis.

Virtual reality exposure therapy for anxiety disorders: A meta-analysis.

J Anxiety Disord. 2007 Apr 27;

Authors: Powers MB, Emmelkamp PM

There is now a substantial literature investigating virtual reality exposure therapy (VRET) as a viable treatment option for anxiety disorders. In this meta-analysis we provide effect size estimates for virtual reality treatment in comparison to in vivo exposure and control conditions (waitlist, attention control, etc.). A comprehensive search of the literature identified 13 studies (n=397) that were included in the final analyses. Consistent with prediction the primary random effects analysis showed a large mean effect size for VRET compared to control conditions, Cohen's d=1.11 (S.E.=0.15, 95% CI: 0.82-1.39). This finding was consistent across secondary outcome categories as well (domain-specific, general subjective distress, cognition, behavior, and psychophysiology). Also as expected in vivo treatment was not significantly more effective than VRET. In fact, there was a small effect size favoring VRET over in vivo conditions, Cohen's d=0.35 (S.E.=0.15, 95% CI: 0.05-0.65). There was a trend for a dose-response relationship with more VRET sessions showing larger effects (p=0.06). Outcome was not related to publication year or sample size. Implications are discussed.

Virtual Systems and Multimedia 2007: Call for Participation

Via Networked Performance

brisbane.jpg

The 13th International Conference Virtual Systems and Multimedia 2007 :: September 23 - 26, 2007 in Brisbane, Queensland, Australia :: Theme: Exchange and Experience in Space and Place :: Papers - Long and Short Papers: June 17, 2007 :: Notification July 15 - Camera-ready August 10 :: Posters due July 15, 2007 :: Notification August 10 - Camera-ready due September 15 :: Long Papers will be published by Springer in their LCNS. Others will be published locally.

Keynotes currently include: Dr Mark Billinghurst, Director, Human Interface Technology Laboratory New Zealand, based at Canterbury University; Professor Mark Burry, Professor of Innovation (Spatial Information Architecture), at RMIT University; Dr Jonathan Fulcher, Head of Native Title Practice, Minter Ellison; Aden Ridgeway, Executive Chairman, Indigenous Tourism Australia (ITA); Ms Minja Yang, Director and UNESCO Representative to Bhutan, India, Maldives and Sri Lanka. The conference is endorsed by the Australian National Commission for UNESCO.

Bursaries for postgraduate students

Five student bursaries of USD$250 each will be offered. To be considered you must be a full-time postgraduate student and have a letter endorsing your full-time enrolment status from your supervisor and which also states that you do not hold an academic staff position. Full details are shown on the web site.

Brisbane information

Brisbane is an alive and bustling city of 1.6million people with all the requisite offerings of the nation's fastest growing capital and remarkable recreational experiences. Go to http://www.brisbanemarketing.com.au/aboutbrisbane/.

You will be just a short plane trip from Sydney with its stunning Harbour and world-famous Opera House, or you can visit the World Heritage-listed Kakadu National Park and Uluru in the Northern Territory. Attending VSMM 2007 and also visiting some of Australia's truly great places is highly recommended!

Theme - Exchange And Experience In Space And Place including:

- Virtual Heritage and Virtual Cultures for details see http://australia.vsmm.org/cfp-theme1.htm
- Virtual Environments and Virtual Experiences for details see http://australia.vsmm.org/cfp-theme2.htm
- Applied technologies and systems for details see http://australia.vsmm.org/cfp-theme3.htm

In addition to traditional conference paper and workshop proposals, VSMM07 encourages innovative submissions including movies, interactive or immersive designs and simulations, theatre, and installations. Non-academic submissions are very welcome.

Multimedia and Virtual Environment technologies are increasingly appearing in an array of applications that foster deeper understandings of the environments around us. In the spirit of international exchange, cooperation and development, the focus of VSMM in 2007 will be on the application of these technologies in `Bridging Space and Place through digital exchange and experience'.

Detailed conference themes include, but are not restricted to:

Virtual Heritage and Virtual Cultures:

Addressing the Digital Divide
Applied Cultural Theory
Applied Virtual Heritage
Cultural heritage legislation in a digital domain
Cultural Heritage Management
Cyber anthropology
Ethics of the design and use of VR
Experience Design
Finance and Legal
Funding for cultural heritage projects
Guidelines and International Charters
Heritage legislation, IP and digital rights management
Historical perspectives
Indigenous Knowledge & Knowledge Systems
Indigenous Knowledge and Virtual Environments
Legal issues, challenges and solutions
Narratives and Knowledge
Policy development and the role of technology
Professional Guidelines and Ethics
Social dimensions of Virtual Heritage
Space and place
Theoretical Virtual Heritage
Virtual Heritage and Museum Environments
Virtual property
Virtual Reality in Archaeology and Historical Research

Virtual Environments and Virtual Experiences:

Application of Serious Gaming technologies
Artificial life and dynamic worlds
Digital Arts and Politics
Digital performance
Digital storytelling
Engagement research
Generative VR
Human-Centred design issues
Immersion and emotion
Immersion research
Immersive Audio for presence and immersion
Media Arts & Creative Expression
Mobile Futures and devices and their application
Playfulness and experience design
Presence Research
Simulation and engagement
Spatial narratives
Virtual systems and real worlds
Visualisation and perception

Applied technologies and systems:

3D GIS: modelling and interpretation
3D scanner and remote sensing devices and their application
Augmented VR
Capture Technologies and Delivery Platforms
Convergent devices
Delivery and Distribution
Immersive Systems
Installations
Mobile Devices and their application
Modelling and rendering
On-site Delivery
Participatory 3D GIS
Projection Spaces
Standards and metadata
Stereoscopy and Panoramas

Important Dates:

Long and Short Papers: June 17, 2007
Notification: July 15, 2007
Camera-ready: August 10, 2007

Posters due - July 15, 2007
Notification - August 10, 2007
Camera-ready due - September 15, 2007

Long papers: 12 pages (approx 3000-4000 words)
Short papers: 5 pages (approx 1200-1800 words)
Posters: single A2 (or other format by negotiation)

Earlybird Registration: August 10, 2007

Five student bursaries of USD$250 each will be offered (see official website for details).

Contact us: Any queries, email aus_reviewers[at]vsmm.org or phone +61 7 3337 7821.

Note: VSMM07 SYDNEY WORKSHOP 21ST SEPTEMBER 2007 - In addition to the conference, VSMM invites all participants to attend a one day seminar on the 21st September 2007 in Sydney that focuses attention on new virtual heritage and electronic art research applied to the Advanced Visualisation Interactive Environment (AVIE), at the iCinema Centre for Interactive Cinema Research, University of New South Wales http://australia.vsmm.org/sydworkshop/seminar.pdf.

Apr 27, 2007

Cellphone-operated remote control home system

From Pink Tentacle 

Cellphone-operated remote control home ---

 

NTT-Neomeit, an NTT subisidiary, has unveiled plans for a convenient and inexpensive service that allows users to remotely control home devices from their cellphones. 

Read full post on Pink Tentacle 

Apr 11, 2007

Summer school on Presence

Via Usability News

Event Date: 4 July 2007 to 6 July 2007
The First PEACH Summer School: 4-6th July 2007, Santorini Greece
"Towards Human Machine Confluence - Presence Technologies and Foundations"

Are you a PRESENCE researcher or PhD student? Are you looking to find out more about the latest presence research, methodologies and technologies? If so then the first PEACH Summer School is for you.

Registration deadline: 20th April 2007

PEACH is a FP6 Coordination Action on Presence. Its objective is to stimulate structure and support the Presence research community, with special attention to the challenges associated with the interdisciplinary character of the field, and to produce visions and roadmaps to support the construction of the Presence ERA. The Summer School is the ideal place to join the leaders in the field for a series of lectures and presentations. There are also working groups, which will focus on the latest technologies, applications and measurement techniques along with a poster session where you can present your work to other attendees and experts.

KEYNOTE SPEAKERS INCLUDE
Prof David Benyon, Napier University
Dr Wijnand IJsselsteijn, Eidhoven University of Technology (Pasion IP-EU Project)
Dr Paul Verschure, University Pompeu Fabra (Presenccia)
Prof Mel Slater, University College London (Presenccia IP-EU Project, Immersence IP-EU Project)
Dr Christoph Gurger, Guger Technologies OEG BMI (Presenccia)
Dr Maria Victoria Sánchez Vives, Universidad Miguel Hernández-CSIC (Presenccia IP-EU Project)
Prof John Waterworth, Umea University
Dr Doron Friedman, University College London, (Presenccia IP-EU Project)
Dr Robert Bracewell, Universities of Birmingham and Wales, (Immersence IP-EU Project)
Dr Luciano Gamberini, University of Padua (Pasion)
Dr Wolfgang Broll, Fraunhofer (IP City-EU Project)
Dr Giullio Jacucci, Fraunhofer (IP City-EU Project)

MOBI

From Networked Performance

mobi.jpg



MOBI (Mobile Operating Bi-directional Interface), by Graham Smith, is a human sized telepresence robot that users remotely control to move through distant environments, see through its camera eye, talk through its speakers and hear via its microphone ear. Simultaneously a life sized image of themselves is projected onto the robots LCD face, creating a robotic avatar. MOBI allows people to "explore far away art shows, attend distant presentations and make public appearences from anywhere on earth, thus helping to reduce air travel and reduce global warming". MOBI is at DEAF 07.

Graham Smith is a leading expert in the fields of telepresence, virtual reality, videoconferencing and robotics. He has worked with leading Canadian high tech companies for more than 14 years, including Nortel, Vivid Effects, VPL, BNR and IMAX. Graham initiated and headed the Virtual Reality Artist Access Program at the world-renowned McLuhan Program at the University of Toronto, and has lectured internationally. He holds numerous patents in the field of telepresence and panoramic imaging, and was recognized in Macleans magazine as one of the top 100 Canadians to watch
.

Feb 24, 2007

Performing Presence: From the Live to the Simulated


Uploaded Image

 

from the project website:

 

what creates a sense of presence? - the presence of a live performer ... the presence of the past ... in a memory ... in ruined remains ... the sense of 'being there' in an online community ... in a VR or mixed reality environment ...

The Presence Project is exploring such questions through a documentation of extended processes engaging with presence. Follow these links to explore our work with Lynn Hershman Leeson | Gary Hill | Tony Oursler | Blast Theory | The Builders Association | Paul Sermon

We are also fully documenting a series of performance workshops, led by Tim Etchells | Bella Merlin | Vayu Naidu | Mike Pearson and Mike Brookes | Fiona Templeton | Phillip Zarrilli

In 2007 and 2008 The Presence Project will be conducting two exercises at UCL's CAVE, the first of which is now in development.
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