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Discover the concept of presence in virtual reality, the immersive experience, and how to measure it. Learn about place illusion and plausibility illusion, subjective and objective measures, and factors affecting presence. Dive into the Pit Experiment, what increases or decreases presence, and the impact of cued gestalt in virtual environments.
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Presence in Virtual Reality Kyle Johnsen
Presence • The sense of “being there” • “Mental Immersion” • Is it possible to truly believe you are in a virtual space? • Recent advancement in theoretical model (Slater 2009) • Place Illusion and Plausibility Illusion
Place Illusion (PI) • User perceives body as located in the virtual environment • Bounded by immersion • Your actions affect what you observe as you would expect • Your ability to function naturally in the virtual world
Plausibility Illusion (PSI) • Scenario depicted is actually occurring (i.e. it is not a bunch of pixels) • Ascribing real traits to virtual things • The virtual world affects you as would be expected • Do you “accept” the programming? • The Media Equation (Media = Real) [Reeves and Nass 1996]
Therapy Pain control Rehabilitation Entertainment Training Education Where is presence (PI and PSI) important?
How to measure Presence? • Let’s first take a look at some of the cybertherapy applications of VR • http://www.vrphobia.com/ • How would they measure • How ‘successful’ their systems are? • The level of immersion • The participant sense of presence • Subjective measures • Objective measures • All measures are indirect! For now…
Subjective measures I had a sense of being “really there” inside the virtual environment? Strongly Disagree Strongly agree 1 2 3 4 5 6 7 My interaction with the virtual objects felt “real” Strongly Disagree Strongly agree 1 2 3 4 5 6 7
Common Presence Questionnaires • Largely measure Place Illusion • Witmer and Singer • 30+ questions • Steed Usoh Slater (SUS) • 7 questions Likert scaled • Neither are all that good, SUS slightly more consistent • Compare apples to apples • Example: Study comparing reality to similar virtual reality – no difference in presence
Objective measures • Physiological measures • Subconscious • Performance measures • Task completion time • Behavioral Observation • Subconscious and Conscious
Physiological measures • Humans experience changes in physiological parameters in response to novel or unusual stimuli in the “real” world • Cardiovascular, Respiratory, Nervous, Sensory • Given sufficiently realistic stimuli in a virtual environment, the human should experience similar physiological changes.
Performance measures • Task performance • Finishing a puzzle faster • Solving a math problem correctly • Suspension of belief • Instinctual responses • Ducking at boxer’s punch • Sense of vertigo • Socially conditioned reactions • VH sneezing • Anthropomorphism of VHs
Pit Experiment • Designed to test sense of presence • Staging room and pit room • Able to achieve high PI and PSI with most people • Most people walk around the edge
What increases Presence? • Rendering • Poly count • Shadows • Lighting • Low latency • Head tracking • Field of view • Multiple senses • Audio • Haptics (passive if nothing else) • Interactivity • Travel • Avatar
What decreases presence? • High latency • Poor interactivity • Disjoint Senses • what you expect • what you experience • No Avatar • Disembodied voice • Cables • Audio (people, lab, etc.) • Called ‘breaks in presence’ (BIPs)
Cued Gestalt • We enter the virtual environment carrying the baggage of our beliefs, experiences, fears and expectations. • What we bring to the VE is as important as what we find there. • UVA (Pausch) Star Wars example • Poor VR, no back story • Poor VR, w/ back story much better
Open Questions • Are there applications for which a sense of presence actually improves operator performance? • Yes, social facilitation [Ulinsky 2010] • Can you have presence in Desktop VR? • What about MR and AR?
What seems to be true? • A person's experience of a situation in a virtual environment may evoke the same reactions and emotions as the experience of a similar real-world situation. • Despite • Virtual reality is consequence-poor relative to reality • virtual environment does not accurately or completely represent the real-world situation • This is a reflection of high (PSI + PI) • Increase through “cued gestalt”, better tech, more realistic behavior of VEs.
What seems to be true? (cont.) • A person's perceptions of real-world situations and behavior in the real-world may be modified based on his experiences within a virtual world. • Not only can we cause reactions, but we can change them in the future.