Multiple Sensorial Media and Presence in 3D Environments (original) (raw)

Immersion, presence and performance in virtual environments

Proceedings of the ACM Symposium on Virtual Reality Software and Technology - VRST '96, 1996

This paper describes an experiment to assess the influence of immersion on performance in immersive virtual environments. The task involved Tri-Dimensional Chess, and required subjects to reproduce on a real chess board the state of the board learned from a sequence of moves witnessed in a virtual environment. Twenty four subjects were allocated to a factorial design consisting of two levels of immersion (exocentric screen based, and egocentric HMD based), and two kinds of environment (plain and realistic. The results suggest that egocentric subjects performed better than exocentric, and those in the more realistic environment performed better than those in the less realistic environment. Previous knowledge of chess, and amount of virtual practice were also significant, and may be considered as control variables to equalise these factors amongst the subjects. Other things being equal, males remembered the moves better than females, although female performance improved with higher spatial ability test score. The paper also attempts to clarify the relationship between immersion, presence and performance, and locates the experiment within such a theoretical framework.

Factors Influencing Virtual Reality Immersion

Virtual Reality (VR) immersion is critical when evaluating a VR system. To be able to find and analyze immersion factors, we firstly need to understand how humans perceive the world that surrounds us when a sensori stimuli is present and then compare to what extent we can produce the same perception in a person while using a virtual environment (VE), but without confusing the subjective concept of presence. In consequence raising the question why we cannot see the virtual world as a real one, like ours? Although the high immersion VR systems such as CAVE are present nowadays.

Immersion in Virtual Worlds - But not Second Life!

2012 International Conference on Cyberworlds, 2012

Previous attempts to quantify immersion have been pursued within the context of game virtual worlds where there is a clear outline of a goal. This paper seeks to investigate the problem of immersion measurement in an online based virtual world (ReactionGrid) where there is no distinct in-world goal and environmental context is less immersive as in a game environment. The experiment investigates participants' feelings towards their immersion experience while being in a virtual world. Our findings suggest that immersion mostly depends on co-presence and communication of users.

Facilitating immersion, engagement and flow in multi-user virtual environments

2012

The International Virtual Worlds Research Group Proceedings is an academic journal and is freely available to individuals and institutions as an e-publication. Copies of iVERG Proceedings or articles in them may be distributed for research or educational purposes only free of charge and without permission. However, iVERG does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of iVERG. Authors who publish in the Proceedings of the Intgernational Virtual Worlds Research Group will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license.

Components of human experience in virtual environments

Computers in Human Behavior, 2008

Framework is presented for measuring human experience in virtual environment (VE). Human experience is defined as the content of direct observation or participation in an event. Both psychological and emotional properties are integrated into this ongoing person-environment interaction to give an experience meaning and value and to enhance its quality and intensity. The sense of presence, i.e., being in the VE is in the center of psychological study of a human experience in VEs. The 'Big three' structure of physical presence consists of perceptual, attentional and cognitive components. However, it is considered to ignore, e.g., emotional and ecological aspects in developing a holistic human experience. In this study, components of physical presence are integrated with three different measures of interaction and a set of motivational and cognitive-affective components. These components are integral in the theory of optimal experience, i.e., flow, which has been studied in various human activities. The results show, how these different experiential components relate each other in VE. It is also shown how common patterns can be found from various experiences and profiled to better understand human-computer interaction.

Presence Within a Mixed Reality Environment

CyberPsychology & Behavior, 2004

Mixed reality environments represent a new approach to creating technology-mediated experiences. However, there is a lack of empirical research investigating users' actual experience. The aim of the current exploratory, non-experimental study was to establish levels of and identify factors associated with presence, within the framework of Schubert et al.'s model of presence. Using questionnaire and interview methods, the experience of the final performance of the Desert Rain mixed reality environment was investigated. Levels of general and spatial presence were relatively high, but levels of involvement and realness were not. Overall, intrinsic motivation, confidence and intention to re-visit Desert Rain were high. However, age was negatively associated with both spatial presence and confidence to play. Furthermore, various problems in navigating the environment were identified. Results are discussed in terms of Schubert's model and other theoretical perspectives. Implications for system design are presented.

How we experience immersive virtual environments: the concept of presence and its measurement

Anuario de psicologĂ­a, 2009

This paper reviews the concept of presence in immersive virtual environments, the sense of being there signalled by people acting and responding realistically to virtual situations and events. We argue that presence is a unique phenomenon that must be distinguished from the degree of engagement, involvement in the portrayed environment. We argue that there are three necessary conditions for presence: the (a) consistent low latency sensorimotor loop between sensory data and proprioception; (b) statistical plausibility: images must be statistically plausible in relation to the probability distribution of images over natural scenes. A constraint on this plausibility is the level of immersion; (c) behaviour-response correlations: Presence may be enhanced and maintained over time by appropriate correlations between the state and behaviour of participants and responses within the environment, correlations that show appropriate responses to the activity of the participants. We conclude with a discussion of methods for assessing whether presence occurs, and in particular recommend the approach of comparison with ground truth and give some examples of this.

Designed to Thrill: Exploring the Effects of Multimodal Feedback on Virtual World Immersion

Springer eBooks, 2015

The following paper presents research into the effects of multi-and uni-modal output on virtual immersion. It describes the implementation of a balanced experimental study designed to measure participant immersion in a variety of conditions and presents the resulting findings. These demonstrate the potential of primary and secondary modalities on the perception of the participants. The findings of the study can form part of the basis for a set of HCI guidelines for the creation of highly immersive digital experiences.