<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-19T15:24:57Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/119074" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/119074</identifier><datestamp>2026-06-17T14:43:06Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131022</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Pattie Maes.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Sra, Misha</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department" lang="en_US">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2018-11-15T16:35:28Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2018-11-15T16:35:28Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2018</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/119074</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1057895912</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from PDF version of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 251-281).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in design overlooks the fact that Gibson's theory of perception encompasses the entire range of perceptual processes integrated with action, including kinesthesia and affordances of the environment. Starting with Gibson's ecological approach to the reality of experience, I develop a four-dimensional framework for creating immersive experiences that blend extrinsic elements, meaning elements related to the user's real world context, and intrinsic elements, i.e., those related to the device, application and content. I present a series of novel methods and techniques, demonstrated through implemented systems to show how transferring real world affordances to virtual experiences can enhance the sense of presence, while also arguing for a shift from oculocentrism to sensorimotor processes and to the experiential modalities of touch, proprioception, and kinesthesia. My work contrasts with the currently dominant design approach premised on the notion that the richness of sensory perception can be recreated with vision alone. The hybrid systems described in this thesis present techniques for integrating space, kinesthesia, touch and other sensations, social interaction, and the user's physiology into the virtual experience.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Misha Sra.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">Ph.D.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">281 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Program in Media Arts and Sciences ()</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">A framework for enhancing the sense of presence in virtual and mixed reality</dim:field>
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   	&lt;Title>A framework for enhancing the sense of presence in virtual and mixed reality&lt;/Title>
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   	&lt;PublicationDate>2018&lt;/PublicationDate>
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    &lt;Keyword>Program in Media Arts and Sciences ()&lt;/Keyword>
   	&lt;Abstract>The vision of virtual reality has always been to create worlds that look, sound, act, and feel real. However, researchers and developers have largely favored visual perception over other senses. This over-valuation of the visual may be traced back to a partial interpretation of the seminal work on visual perception by psychologist JJ Gibson. Oculocentrism in design overlooks the fact that Gibson&amp;apos;s theory of perception encompasses the entire range of perceptual processes integrated with action, including kinesthesia and affordances of the environment. Starting with Gibson&amp;apos;s ecological approach to the reality of experience, I develop a four-dimensional framework for creating immersive experiences that blend extrinsic elements, meaning elements related to the user&amp;apos;s real world context, and intrinsic elements, i.e., those related to the device, application and content. I present a series of novel methods and techniques, demonstrated through implemented systems to show how transferring real world affordances to virtual experiences can enhance the sense of presence, while also arguing for a shift from oculocentrism to sensorimotor processes and to the experiential modalities of touch, proprioception, and kinesthesia. My work contrasts with the currently dominant design approach premised on the notion that the richness of sensory perception can be recreated with vision alone. The hybrid systems described in this thesis present techniques for integrating space, kinesthesia, touch and other sensations, social interaction, and the user&amp;apos;s physiology into the virtual experience.&lt;/Abstract>
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