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in Projection-Based Virtual  \nReality Systems  \nA dissertation submitted in partial satisfaction of the requirements for the degree  \nDoctor of Philosophy  \nin  \nMedia Arts and Technology  \nby  \nKon Hyong Kim  \nCommittee in charge:  \nProfessor JoAnn Kuchera-Morin, Chair  \nProfessor Marko Peljhan  \nProfessor Tobias H􀁿ollerer  \nSeptember 2021  \nThe Dissertation of Kon Hyong Kim is approved.  \nProfessor Marko Peljhan  \nProfessor Tobias H􀁿ollerer  \nProfessor JoAnn Kuchera-Morin, Committee Chair  \nSeptember 2021  \nMaximizing Presence in Projection-Based Virtual Reality Systems  \nCopyright © 2021  \nby  \nKon Hyong Kim  \nThis thesis is dedicated to Dr. JoAnn Kuchera-Morin and all the pioneers of Virtual Reality, who led the way to making dreams into reality and reality into dreams. May we take one step closer to answering Zhuangzi's question of the butter􀀍y dream.  \nAcknowledgements  \nI would like to thank my committee, Professor JoAnn Kuchera-Morin, Professor Marko Peljhan, and Professor Tobias H􀁿ollerer for their support and guidance. Through their support and wisdom, I was able to not only seek knowledge but look beyond the disciplines to further my understanding.  \nI would like to thank Professor Jung Moon-Ryeol, for his decades of knowledge and insight that allowed me to view things from a di􀀋erent angle, making this possible.  \nI would like to thank my colleagues in the AlloSphere Research Group, who supported me through hard times, and gave me courage to move forward. Without Dennis Adderton and Gustavo Rincon I wouldn't be where I am.  \nI would like to thank all the other colleagues in the Media Arts and Technology program for all the insightful discussions we had over the years, opening my eyes onto so many things I had been blind to.  \nFinally I would like to thank my family for their continuous support. Their love and care allowed me to keep an open mind and nurture a deep curiosity of the various wonders of the world.  \nCurriculum Vit􀀚  \nKon Hyong Kim  \nEducation  \n2021 Ph.D. in Media, Arts & Technology (Expected), University of Cal  \nifornia, Santa Barbara.  \n2016 M.S. in Multimedia Engineering, Media, Arts & Technology, Uni  \nversity of California, Santa Barbara.  \n2008 B.E. in Electrical & Computer Engineering, Cornell University  \nProfessional Work  \n2013-2021 Graduate Student Researcher, AlloSphere Research Group, Univer  \nsity of California, Santa Barbara  \n2008 Intern, Cellular Server Division, SK Telecom  \n2005 Intern, Wireless Division, Samsung Research Institute  \nResidencies  \n2012 Ars Bioartica, Helsinki, Finland  \nAwards  \n2015-2017 Robert W Deutsch Foundation Fellow  \n2004-2008 Korean Government Scholoarship for Science/Engineering  \nPublications  \nK. Kim, Composing with Fractals: Real-Time Interactive Ray Casting System, UCSB Master's Thesis, 2017  \nJ. Kuchera-Morin, L. Putnam, L. Peliti, D. Adderton, A. Cabrera, K. Kim, G. Rincon,  \nJ. Tilbian, H. Wolfe, T. Wood, and K. Youn, PROBABLY/POSSIBLY?: An Immersive Interactive Visual/Sonic Quantum Composition and Synthesizer, in Proceedings of the 25th ACM international conference on Multimedia, pp. 559-561, 2017  \nJ. Kuchera-Morin, A. Cabrera, K. Kim, G. Rincon, and T. Wood, MYRIOI, in Mediating Public Space: Art and Technology That Goes Beyond the Frame Art Gallery, Leonardo  \n53 (2020), no. 4 468-469  \nAbstract  \nMaximizing Presence in Projection-Based Virtual Reality Systems  \nby  \nKon Hyong Kim  \nOne of the key functionalities of an immersive virtual environment (IVE), is to induce presence, or the sense of \\being there\", from the user. This is dependent on how the virtual reality (VR) system can manipulate our perception of spatial layout, which involves neurobiological processes of constructing a neural map of the peripersonal space, or the nearby space within our reach. This dissertation aims to understand what presence is, how our brain perceives space, and the importance of peripersonal space","cbCaibCvse9Fd7jk","https://ap.wps.com/l/cbCaibCvse9Fd7jk","pdf",13425581,97,"English","# 1 Introduction\n## Virtual Reality\n## Immersion\n## Presence\n## Eﬀect of immersion on presence\n## Motivation and Problem Statement\n# 2 History and related works\n## History of VR Systems\n## Problem of PBS development\n# 3 Spatial cognition\n## The cortical visual system\n## Cortical Spatial Map\n# 4 Peripersonal space\n## Modular representation of space\n## Peripersonal space\n## Asymmetries in the Visual Field\n# 5 Presence in Virtual Reality\n## Revisiting concepts\n## Presence in a VR System\n# 6 Methodology\n## Creating an eﬀective PBS\n# 7 System Design and Projects\n## AlloSphere\n## AlloPortal\n## ISEA 2019\n## SIGGRAPH 2020\n# 8 Conclusion\n# 9 Future Work","[{\"question\":\"What does the dissertation focus on regarding immersive virtual environments?\",\"answer\":\"It focuses on presence in immersive virtual environments, especially how VR systems manipulate spatial perception to create the sense of being there.\"},{\"question\":\"How does the dissertation relate presence to peripersonal space?\",\"answer\":\"It argues that peripersonal space—the nearby space within reach—is important for generating presence, linking cognitive processing of space to immersive experience.\"},{\"question\":\"How does the dissertation propose to implement projection-based VR systems with limited resources?\",\"answer\":\"By using iterative projection-based VR system setups as examples, it provides guidance on setting up systems to effectively induce presence under resource constraints.\"}]","Maximizing Presence in Projection-Based Virtual Reality Systems - Dissertation | PDF",244]