Virtual Reality and Presence (original) (raw)
Related papers
Presence as the defining factor in a VR application
1994
The sense of presence that a user experiences in a virtual environment is perhaps the bestknown attribute of virtual reality. It is an appeal to this sense of presence that is used to distinguish virtual reality as something different from merely a multimedia system or an interactive computer graphics display. Our basic understanding of presence, however, is still primarily anecdotal in nature. We have yet to rigorously explore basic questions about the nature of presence.
1999
An important concept in Virtual Reality (VR) is that of presence; the subjective perception that a mediated experience seems very much like it is not mediated. Many authors have assumed a strong relation between presence and the level of interactivity, and this article will look into this assumption. Several variables of interactivity show a clear relation to presence, but others are more complex. Knowing which elements of a Virtual Environment (VE) can attribute to presence is necessary for some applications such as treatment of phobia, necessitating further research into this area.
Being present in a virtual world
Virtual reality (VR) literature includes many descriptions of users reacting to a virtual environment in instinctual ways that suggest they believe, at least for a short time, that they are “immersed” and even “present” in the synthetic experience. In the field of computer graphics “immersion” is generally understood to be a product of technology that facilitates the production of the multimodal sensory “input” to the user, while presence is defined as the psychological perception of being “there,” within a virtual environment (Waterworth et al. 2012). However, as commented by Biocca (1997), and agreed with by most researchers in the area, “while the design of virtual reality technology has brought the theoretical issue of presence to the fore, few theorists argue that the experience of presence suddenly emerged with the arrival of virtual reality.” Rather, as suggested by Loomis (1992), presence may be described as a basic state of consciousness: the attribution of sensation to som...
Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The degree to which the virtual or artistic environment faithfully reproduces reality determines the degree of suspension of disbelief. The greater the suspension of disbelief, the greater the degree of presence achieved.
Concepts and Technologies, 2011
In a Virtual Environment (VE), Immersion, defined in technical terms, is capable of producing a sensation of Presence, the sensation of being there (part of the VE), as regards the user (Ijsselsteijn & Riva, 2003). Presence is indeed, historically, at the core of Virtual Reality (VR). Presence has often be conceived as a sign of "ecological validity" of VR devices, also as a sign of potential positive transfer of skills or knowledge learned in a VE to the real world.
2011
From 1st to 6th June 2008, the Dagstuhl Seminar 08231 Virtual Realities was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. Virtual Reality (VR) is a multidisciplinary area of research aimed at interactive human-computer mediated simulations of articial environments. Typical applications include simulation, training, scientic visualization, and entertainment. An important aspect of VR-based systems is the stimulation of the human senses typically sight, sound, and touch such that a user feels a sense of presence (or immersion) in the virtual environment. Dierent applications require dierent levels of presence, with corresponding levels of realism, sensory immersion, and spatiotemporal interactive delity. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. Links to extended abstracts or full papers are provided, if available.
How we experience immersive virtual environments: the concept of presence and its measurement
Anuario de psicología, 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.