{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,4]],"date-time":"2026-05-04T12:57:54Z","timestamp":1777899474406,"version":"3.51.4"},"reference-count":39,"publisher":"Springer Science and Business Media LLC","issue":"1","license":[{"start":{"date-parts":[[2017,6,6]],"date-time":"2017-06-06T00:00:00Z","timestamp":1496707200000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["Virtual Reality"],"published-print":{"date-parts":[[2018,3]]},"DOI":"10.1007\/s10055-017-0316-1","type":"journal-article","created":{"date-parts":[[2017,6,6]],"date-time":"2017-06-06T00:26:52Z","timestamp":1496708812000},"page":"79-88","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":86,"title":["Control mapping in virtual reality: effects on spatial presence and controller naturalness"],"prefix":"10.1007","volume":"22","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-3195-4232","authenticated-orcid":false,"given":"Jonmichael","family":"Seibert","sequence":"first","affiliation":[]},{"given":"Daniel M.","family":"Shafer","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2017,6,6]]},"reference":[{"issue":"6","key":"316_CR1","doi-asserted-by":"crossref","first-page":"734","DOI":"10.1089\/cpb.2004.7.734","volume":"7","author":"RM Ba\u00f1os","year":"2004","unstructured":"Ba\u00f1os RM, Botella C, Alca\u00f1iz M, Lia\u00f1o V, Guerrero B, Rey B (2004) Immersion and emotion: their impact on the sense of presence. CyberPsychol Behav 7(6):734\u2013741","journal-title":"CyberPsychol Behav"},{"key":"316_CR2","doi-asserted-by":"crossref","first-page":"3","DOI":"10.4324\/9780203892336","volume-title":"Immersed in media: telepresence in everyday life","author":"C Bracken","year":"2010","unstructured":"Bracken C, Skalski P (2010) Telepresence in everyday life. In: Bracken C, Skalski P (eds) Immersed in media: telepresence in everyday life. Routledge, New York, pp 3\u20138"},{"key":"316_CR3","doi-asserted-by":"publisher","first-page":"663","DOI":"10.1162\/105474603322955950","volume":"12","author":"G Burdea","year":"2003","unstructured":"Burdea G, Coiffet P (2003) Virtual reality technology. Pres\u2014Teleop Virt 12:663\u2013664. doi: 10.1162\/105474603322955950","journal-title":"Pres\u2014Teleop Virt"},{"key":"316_CR5","unstructured":"Garreffa A (2014) Oculus Rift\u00a0+\u00a0Razer Hydra\u00a0+\u00a0Half-Life 2\u00a0=\u00a0Gaming Nirvana. http:\/\/www.tweaktown.com\/articles\/6888\/oculus-rift-razer-hydra-half-life-gaming-nirvana\/index.html . Accessed 20 May 2016"},{"key":"316_CR8","doi-asserted-by":"publisher","first-page":"617","DOI":"10.1016\/j.chb.2011.11.007","volume":"28","author":"J Hou","year":"2012","unstructured":"Hou J, Nam Y, Peng W, Lee KM (2012) Effects of screen size, viewing angle, and players\u2019 immersion tendencies on game experience. Comput Hum Behav 28:617\u2013623. doi: 10.1016\/j.chb.2011.11.007","journal-title":"Comput Hum Behav"},{"issue":"3","key":"316_CR9","doi-asserted-by":"crossref","first-page":"298","DOI":"10.1162\/105474601300343621","volume":"10","author":"W IJsselsteijn","year":"2001","unstructured":"IJsselsteijn W, de Ridder H, Freeman J, Avons SE, Bouwhuis D (2001) Effects of stereoscopic presentation, image motion, and screen size on subjective and objective corroborative measures of presence. Pres\u2014Teleop Virt 10(3):298\u2013311","journal-title":"Pres\u2014Teleop Virt"},{"key":"316_CR10","unstructured":"International Society for Presence Research (2000) The concept of presence: explication statement. https:\/\/ispr.info\/ . Accessed 10 June 2016"},{"issue":"3","key":"316_CR11","doi-asserted-by":"crossref","first-page":"232","DOI":"10.1162\/pres.18.3.232","volume":"18","author":"MC Juan","year":"2009","unstructured":"Juan MC, P\u00e9rez D (2009) Comparison of the levels of presence and anxiety in an acrophobic environment viewed via HMD or CAVE. Pres\u2014Teleop Virt 18(3):232\u2013248","journal-title":"Pres\u2014Teleop Virt"},{"key":"316_CR12","doi-asserted-by":"publisher","first-page":"463","DOI":"10.1162\/105474600566952","volume":"9","author":"RS Kennedy","year":"2000","unstructured":"Kennedy RS, Stanney KM, Dunlap WP (2000) Duration and exposure to virtual environments: sickness curves during and across sessions. Pres\u2014Teleop Virt 9:463\u2013472. doi: 10.1162\/105474600566952","journal-title":"Pres\u2014Teleop Virt"},{"key":"316_CR13","doi-asserted-by":"publisher","first-page":"329","DOI":"10.1089\/cyber.2012.0500","volume":"16","author":"KJ Kim","year":"2013","unstructured":"Kim KJ, Sundar SS (2013) Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size. Cyberpsychol Behav Soc Net 16:329\u2013334. doi: 10.1089\/cyber.2012.0500","journal-title":"Cyberpsychol Behav Soc Net"},{"key":"316_CR14","doi-asserted-by":"publisher","first-page":"845","DOI":"10.1089\/cpb.2007.9942","volume":"10","author":"C Klimmt","year":"2007","unstructured":"Klimmt C, Hartmann T, Frey A (2007) Effectance and control as determinants of video game enjoyment. Cyberpsychol Behav Soc Net 10:845\u2013848. doi: 10.1089\/cpb.2007.9942","journal-title":"Cyberpsychol Behav Soc Net"},{"key":"316_CR15","unstructured":"Lang B (2016) Hands-on: oculus Touch 2016 prototype brings refinements to an already elegant design. In: Road to VR. http:\/\/www.roadtovr.com\/hands-on-oculus-touch-2016-prototype-brings-refinements-to-an-already-elegant-design\/ . Accessed 19 May 2016"},{"key":"316_CR16","doi-asserted-by":"crossref","first-page":"47","DOI":"10.1145\/333329.333344","volume":"32","author":"JJ LaViola","year":"2000","unstructured":"LaViola JJ (2000) A discussion of cybersickness in virtual environments. ACM SIGCHI Bull 32:47\u201356","journal-title":"ACM SIGCHI Bull"},{"key":"316_CR17","doi-asserted-by":"publisher","first-page":"282","DOI":"10.1162\/105474601300343612","volume":"10","author":"J Lessiter","year":"2001","unstructured":"Lessiter J, Freeman J, Keogh E, Davidoff J (2001) A cross-media presence questionnaire: the ITC-sense of presence inventory. Pres\u2014Teleop Virt Env 10:282\u2013297. doi: 10.1162\/105474601300343612","journal-title":"Pres\u2014Teleop Virt Env"},{"key":"316_CR18","doi-asserted-by":"publisher","first-page":"345","DOI":"10.1089\/cyber.2010.0146","volume":"14","author":"AM Limperos","year":"2011","unstructured":"Limperos AM, Schmierbach MG, Kegerise AD, Dardis FE (2011) Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment. Cyberpsychol Behav Soc Net 14:345\u2013350. doi: 10.1089\/cyber.2010.0146","journal-title":"Cyberpsychol Behav Soc Net"},{"issue":"4","key":"316_CR23","doi-asserted-by":"crossref","first-page":"626","DOI":"10.1109\/TVCG.2012.43","volume":"18","author":"RP McMahan","year":"2012","unstructured":"McMahan RP, Bowman DA, Zielinski DJ, Brady RB (2012) Evaluating display fidelity and interaction fidelity in a virtual reality game. IEEE Trans Visual Comput Graphics 18(4):626\u2013633","journal-title":"IEEE Trans Visual Comput Graphics"},{"key":"316_CR25","unstructured":"Nabioyuni M, Bowman DA (2015) An evaluation of the effects of hyper natural components of interaction fidelity on locomotion performance in virtual reality. In: International conference on artificial reality and teleexistence eurographics symposium on virtual environments"},{"key":"316_CR26","doi-asserted-by":"crossref","first-page":"31","DOI":"10.1201\/b15703","volume-title":"User-centered system design: new perspectives on human-computer interaction","author":"DA Norman","year":"1986","unstructured":"Norman DA (1986) Cognitive engineering. In: Norman DA, Draper SW (eds) User-centered system design: new perspectives on human-computer interaction. Lawrence Erlbaum Associates, Hillsdale, pp 31\u201362"},{"key":"316_CR27","volume-title":"The design of everyday things","author":"DA Norman","year":"1988","unstructured":"Norman DA (1988) The design of everyday things. Basic Books, New York"},{"key":"316_CR28","unstructured":"Oculus Rift | Oculus. (n.d.). https:\/\/www.oculus.com\/en-us\/rift\/ . Accessed 2 June, 2016"},{"key":"316_CR29","unstructured":"Robertson A (2015) Valve\u2019s virtual reality headset is great, but its controllers are the real story. In: The Verge. http:\/\/www.theverge.com\/2015\/3\/4\/8150653\/valve-steam-controller-vive-vr-gdc-2015 . Accessed 19 May 2016"},{"key":"316_CR30","doi-asserted-by":"publisher","first-page":"183","DOI":"10.1089\/109493101300117884","volume":"4","author":"MJ Schuemie","year":"2001","unstructured":"Schuemie MJ, van der Straaten P, Krijn M, van der Mast CAPG (2001) Research on presence in virtual reality: a survey. Cyberpsychol Behav 4:183\u2013201. doi: 10.1089\/109493101300117884","journal-title":"Cyberpsychol Behav"},{"key":"316_CR31","doi-asserted-by":"publisher","first-page":"591","DOI":"10.1162\/PRES_a_00084","volume":"20","author":"DM Shafer","year":"2011","unstructured":"Shafer DM, Carbonara CP, Popova L (2011) Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Pres\u2014Teleop Virt Env 20:591\u2013619. doi: 10.1162\/PRES_a_00084","journal-title":"Pres\u2014Teleop Virt Env"},{"key":"316_CR32","doi-asserted-by":"publisher","first-page":"267","DOI":"10.1162\/PRES_a_00193","volume":"23","author":"DM Shafer","year":"2014","unstructured":"Shafer DM, Carbonara CP, Popova L (2014) Controller required? The impact of natural mapping on interactivity, realism, presence, and enjoyment in motion-based video games. Pres\u2014Teleop Virt Env 23:267\u2013286. doi: 10.1162\/PRES_a_00193","journal-title":"Pres\u2014Teleop Virt Env"},{"key":"316_CR33","unstructured":"Shafer DM, Carbonara C, Korpi M (2015). Improved virtual reality imaging and gender: factors impacting cybersickness. Paper presented at the 2015 SMPTE technical conference symposium, Hollywood, CA"},{"key":"316_CR35","unstructured":"Shoemaker N (2011) Razer hydra. In: PCMAG. http:\/\/www.pcmag.com\/article2\/0,2817,2395294,00.asp . Accessed 20 May 2016"},{"key":"316_CR36","first-page":"67","volume":"8","author":"P Skalski","year":"2010","unstructured":"Skalski P, Whitbred R (2010) Image versus sound: a comparison of formal feature effects on presence and video game enjoyment. PsychNol J 8:67\u201384","journal-title":"PsychNol J"},{"key":"316_CR37","doi-asserted-by":"publisher","first-page":"224","DOI":"10.1177\/1461444810370949","volume":"13","author":"P Skalski","year":"2011","unstructured":"Skalski P, Tamborini R, Shelton A et al (2011) Mapping the road to fun: natural video game controllers, presence, and game enjoyment. New Med Soc 13:224\u2013242. doi: 10.1177\/1461444810370949","journal-title":"New Med Soc"},{"key":"316_CR38","doi-asserted-by":"publisher","first-page":"201","DOI":"10.1145\/210079.210084","volume":"2","author":"M Slater","year":"1995","unstructured":"Slater M, Usoh M, Steed A (1995) Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans Comput-Hum Interact 2:201\u2013219. doi: 10.1145\/210079.210084","journal-title":"ACM Trans Comput-Hum Interact"},{"key":"316_CR39","doi-asserted-by":"crossref","unstructured":"Slater M, Linakis V, Usoh M, Kooper R, and Street G (1996) Immersion, presence, and performance in virtual environments: An experiment with tri-dimensional chess. In: ACM virtual reality software and technology (VRST), pp 163\u2013172","DOI":"10.1145\/3304181.3304216"},{"key":"316_CR40","doi-asserted-by":"publisher","first-page":"447","DOI":"10.1162\/105474698565848","volume":"7","author":"KM Stanney","year":"1998","unstructured":"Stanney KM, Hash P (1998) Locus of user-initiated control in virtual environments: influences on cybersickness. Pres\u2014Teleop Virt Env 7:447\u2013459. doi: 10.1162\/105474698565848","journal-title":"Pres\u2014Teleop Virt Env"},{"key":"316_CR41","doi-asserted-by":"crossref","first-page":"73","DOI":"10.1111\/j.1460-2466.1992.tb00812.x","volume":"42","author":"J Steuer","year":"1992","unstructured":"Steuer J (1992) Defining virtual reality: dimensions determining telepresence. J Commun 42:73\u201393","journal-title":"J Commun"},{"key":"316_CR43","first-page":"5","volume-title":"Immersed in media: telepresence in everyday life","author":"R Tamborini","year":"2010","unstructured":"Tamborini R, Bowman ND (2010) Presence in video games. In: Bracken C, Skalski P (eds) Immersed in media: telepresence in everyday life. Routledge, New York, pp 5\u20138"},{"key":"316_CR45","first-page":"335","volume":"48","author":"R Tamborini","year":"2004","unstructured":"Tamborini R, Eastin MS, Skalski P et al (2004) Violent virtual video games and hostile thoughts. J Broadcast Electron 48:335\u2013357","journal-title":"J Broadcast Electron"},{"key":"316_CR46","doi-asserted-by":"crossref","unstructured":"Usoh M, Arthur K, Whitton MC, et al (1999) Walking\u00a0>\u00a0walking-in-place\u00a0>\u00a0flying, in virtual environments. In: SIGGRAPH\u201999 Proceedings of the 26th annual conference on Computer graphics and interactive techniques. ACM Press, pp 359\u2013364","DOI":"10.1145\/311535.311589"},{"key":"316_CR47","unstructured":"Vinson NG, Lapointe J-F, Parush A, Roberts S (2012) Cybersickness induced by desktop virtual reality. In: Proceedings of the 2012 graphics interface conference, pp 1\u20137"},{"key":"316_CR48","first-page":"21","volume-title":"Media entertainment: the psychology of its appeal","author":"P Vorderer","year":"2000","unstructured":"Vorderer P (2000) Interactive entertainment and beyond. In: Zillmann D, Vorderer P (eds) Media entertainment: the psychology of its appeal. Lawrence Erlbaum Associates, Mahwah, pp 21\u201336"},{"key":"316_CR49","doi-asserted-by":"publisher","first-page":"388","DOI":"10.1111\/j.1468-2885.2004.tb00321.x","volume":"14","author":"P Vorderer","year":"2004","unstructured":"Vorderer P, Klimmt C, Ritterfeld U (2004) Enjoyment: at the heart of media entertainment. Commun Theor 14:388\u2013408. doi: 10.1111\/j.1468-2885.2004.tb00321.x","journal-title":"Commun Theor"},{"key":"316_CR52","doi-asserted-by":"publisher","first-page":"493","DOI":"10.1080\/15213260701283079","volume":"9","author":"W Wirth","year":"2007","unstructured":"Wirth W, Hartmann T, B\u00f6cking S et al (2007) A process model of the formation of spatial presence experiences. Media Psychol 9:493\u2013525. doi: 10.1080\/15213260701283079","journal-title":"Media Psychol"}],"container-title":["Virtual Reality"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/article\/10.1007\/s10055-017-0316-1\/fulltext.html","content-type":"text\/html","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10055-017-0316-1.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/s10055-017-0316-1.pdf","content-type":"application\/pdf","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2019,9,25]],"date-time":"2019-09-25T12:59:17Z","timestamp":1569416357000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/s10055-017-0316-1"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017,6,6]]},"references-count":39,"journal-issue":{"issue":"1","published-print":{"date-parts":[[2018,3]]}},"alternative-id":["316"],"URL":"https:\/\/doi.org\/10.1007\/s10055-017-0316-1","relation":{},"ISSN":["1359-4338","1434-9957"],"issn-type":[{"value":"1359-4338","type":"print"},{"value":"1434-9957","type":"electronic"}],"subject":[],"published":{"date-parts":[[2017,6,6]]}}}