291 results on '"présence"'
Search Results
2. Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions.
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Sundar SS, Kang J, and Oprean D
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- Empathy, Humans, Reading, Cognition, Journalism, Perception, Psychology, Virtual Reality
- Abstract
Immersive journalism in the form of virtual reality (VR) headsets and 360°-video is becoming more mainstream and is much touted for inducing greater "presence" than traditional text. But, does this presence influence psychological outcomes of reading news, such as memory for story content, perceptions of credibility, and empathy felt toward story characters? We propose that two key technological affordances of VR (modality and interactivity) are responsible for triggering three presence-related cognitive heuristics (being-there, interaction, and realism), which influence news readers' memory and their perceptions of credibility, empathy, and story-sharing intentions. We report a 3 (storytelling medium: VR vs. 360°-video vs. Text) × 2 (story: "The displaced" and "The click effect") mixed-factorial experiment, in which participants (N = 129) experienced two New York Times stories (that differed in their emotional intensity) using one of the three mediums (VR, 360°-video, Text). Participants who experienced the stories using VR and 360°-video outperformed those who read the same stories using text with pictures, not only on such presence-related outcomes as being-there, interaction, and realism, but also on perceived source credibility, story-sharing intention, and feelings of empathy. Moreover, we found that senses of being-there, interaction, and realism mediated the relationship between storytelling medium and reader perceptions of credibility, story recall, and story-sharing intention. These findings have theoretical implications for the psychology of virtual reality, and practical applications for immersive journalism in particular and interactive media in general.
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- 2017
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3. Virtual reality based executive function training in schools: The experience of primary school-aged children, teachers and training teaching assistants
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Susan Hindman, Rachel King, and Antonina Pereira
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Virtual reality ,Presence ,Motivation ,Usability ,Executive function training ,Electronic computers. Computer science ,QA75.5-76.95 ,Psychology ,BF1-990 - Abstract
Executive function (EF) is a set of higher order cognitive processes through which learning and everyday goals are realised. They comprise the fundamental building blocks of how we plan, execute, monitor and regulate tasks, and impact our cognitive, socioemotional and behavioural responses. An important question to consider is how we can support children to develop effective EF skills through motivating and age-appropriate training. Virtual reality (VR) offers an interesting avenue to enhance motivation due to the experience of presence and immersion, however, whether children experience presence and immersion similarly to adults is unknown and could impact the educational utility of VR over other media. In order to understand whether VR is suitable for an educational setting we must understand the experience of key stakeholders, such as school-aged children and adults that will be facilitating use in the educational context. Therefore, the current study aims to understand the experience of key stakeholders using EF training delivered in a VR environment, to enable reflection on the feasibility and usability of the technology. This study aimed to explore the qualitative experiences of 8 primary school-aged children, 5 teachers and 13 training teaching assistants, after playing an EF training game, Koji's Quest, on a VR head mounted display. Firstly we found that most teachers and trainee teachers gave good ratings of usability, but in their subjective descriptions of use focused on hedonic experiences, whereas, children focused on pragmatic experiences. Results also indicate that adults may favour ‘being’ definitions of presence, whereas child participants appear to incorporate both ‘being’ and ‘doing’ definitions into their accounts. This research has implications for how VR based EF training can be maximised within an educational setting.
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- 2024
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4. Eliciting guilt in virtual reality games: interplay of self-attribution, presence, and morality
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Changhyun Ahn and Ghee Young Noh
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virtual reality ,presence ,morality ,self-attribution ,guilt ,disposition theory ,Psychology ,BF1-990 - Abstract
IntroductionThis study investigates the psychological mechanisms in virtual reality (VR) games, focusing on the interplay between character morality, self-attribution, presence, guilt, and their collective impact on player enjoyment. Based on Affective Disposition Theory, it hypothesizes that players’ moral judgments of characters significantly affect their engagement and enjoyment of VR narratives.MethodsA post-test between-subjects experiment was conducted with 97 participants to examine the influence of character morality on guilt through the mediation of self-attribution, and how these factors affect players’ sense of presence and overall enjoyment in VR games.ResultsThe findings indicate that self-attribution significantly mediates the relationship between character morality and guilt. Additionally, the sense of presence enhances enjoyment, with a stronger sense of ‘being there’ amplifying the emotional impact of players’ moral decisions.DiscussionThis study highlights the full mediating effect of self-attribution in the context of VR gaming, intensifying players’ emotional responses to moral dilemmas. The results suggest that VR game designers should consider the moral implications of game narratives and character actions to create more emotionally engaging and ethically reflective gaming experiences. These insights have significant implications for VR game design and ethics, promoting greater ethical sensitivity among players.
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- 2024
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5. Virtual vs. real: exploring perceptual, cognitive and affective dimensions in design product experiences
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Marta Pizzolante, Sabrina Bartolotta, Eleonora Diletta Sarcinella, Alice Chirico, and Andrea Gaggioli
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User experience ,Virtual reality ,Virtual prototyping ,Aesthetics ,Emotions ,Presence ,Psychology ,BF1-990 - Abstract
Abstract Background Virtual Reality (VR) has already emerged as an effective instrument for simulating realistic interactions, across various domains. In the field of User Experience (UX), VR has been used to create prototypes of real-world products. Here, the question is to what extent the users’ experience of a virtual prototype can be equivalent to that of its real counterpart (the real product). This issue particularly concerns the perceptual, cognitive and affective dimensions of users’ experiences. Methods This exploratory study aims to address this issue by comparing the users’ experience of a well-known product, i.e., the Graziella bicycle, presented either in Sumerian or Sansar VR platform, or in a physical setting. Participants’ Emotional Engagement, Sense of Presence, Immersion, and Perceived Product Quality were evaluated after being exposed to the product in all conditions (i.e., Sumerian, Sansar and Physical). Results The findings indicated significantly higher levels of Engagement and Positive Affect in the virtual experiences when compared to their real-world counterparts. Additionally, the sole notable distinction among the VR platforms was observed in terms of Realism. Conclusions This study suggests the feasibility and potential of immersive VR environments as UX evaluation tools and underscores their effectiveness in replicating genuine real-world experiences.
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- 2024
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6. The Influence of Presence Types on Learning Engagement in a MOOC: The Role of Autonomous Motivation and Grit
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Chi X
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mooc ,community of inquiry ,presence ,learning engagement ,grit ,Psychology ,BF1-990 ,Industrial psychology ,HF5548.7-5548.85 - Abstract
Xiaobo Chi Conservatory of Music, Qingdao University, Qingdao, Shandong Province, People’s Republic of ChinaCorrespondence: Xiaobo Chi, Tel +86 15313297280, Email chixb1121@163.comPurpose: We developed a research framework based on the community of inquiry theory to examine the relationship between three kinds of MOOC presence (teaching presence, social presence, and cognitive presence) and learning engagement. Further, we explored the mediating effect of autonomous motivation and the moderating role of grit in this relationship.Participants and Methods: The online survey included a sample of N = 794 college students (46.473% male) between the ages of 18 and 20. The COI survey instrument, short grit scale, the Utrecht work engagement scale-student scale and academic self-regulation questionnaire were used to test hypotheses.Results: The study results showed that all three MOOC presences (teaching presence, social presence, and cognitive presence) had significant positive relationship with learning engagement. Autonomous motivation had a mediating role in them. Also, the positive relationship between social presence, cognitive presence, and autonomous motivation was stronger for students with a higher level of grit.Conclusion: This study enriches the literature on whether and how the presence knowledge of MOOC courses affects college students’ learning engagement, and the complexity of MOOC environments determines that grit plays an indispensable role in the learning process.Keywords: MOOC, community of inquiry, presence, learning engagement, grit
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- 2023
7. Examining the Mechanisms of Virtual Reality Tourism’s Impact on the Mental Well-Being of Long-Term Care Facility Residents: Perspectives on Presence and Flow
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Yu-Chia Chang and Cheng-Chia Yang
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virtual reality ,tourism ,long-term care facility ,well-being ,presence ,flow state ,Psychology ,BF1-990 - Abstract
This study investigates the mechanisms of virtual reality (VR) tourism’s impact on the well-being of residents in long-term care facilities (LTCFs). It aims to understand how presence and flow during VR experiences can enhance well-being. This experimental study used a quantitative approach with structured questionnaires to investigate VR experiences among LTCF residents in Taiwan. After obtaining ethical approval, 145 eligible participants from four LTCFs completed a full five-week VR tourism experience. Data collection took place from June to November 2022. This study employed Partial Least Squares Structural Equation Modeling (PLS-SEM) with Smart PLS software to analyze the causal relationships between latent variables. The results confirm that the more vivid the virtual reality image (β = 0.240, p < 0.05), the more immersive the experience (β = 0.267, p < 0.05), the greater the ability to control the experience (β = 0.465, p < 0.001), and the greater the ability to stimulate curiosity during the experience (β = 0.290, p < 0.05), the greater the sense of presence. Increased presence leads to user engagement and a state of flow (β = 0.556, p < 0.001), which is essential for personal hedonia (β = 0.453, p < 0.001) and eudaimonia (β = 0.220, p < 0.001). This study elucidates the mechanisms through which VR tourism experiences enhance well-being among LTCF residents, emphasizing the critical roles of presence and flow in promoting both hedonic and eudaimonic dimensions of well-being.
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- 2024
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8. Empowering pro-environmental behavior in tourists through digital media: the influence of eco-guilt and empathy with nature
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Xin Chen, Zhen-feng Cheng, and Hui-juan Yang
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digital media information sharing ,presence ,eco-guilt ,empathy with nature ,tourists’ pro-environmental behavioral intention ,Psychology ,BF1-990 - Abstract
In the digital economy era, leveraging digital media to foster tourists’ pro-environmental behavioral intention (TPEBI) has become crucial in the field of sustainable tourism. While existing studies have mainly focused on the driving mechanism of TPEBI within physical tourism contexts, the correlation between digital media information sharing and TPEBI remains unclear. Our study employs the cognitive-affective-conative framework to construct a theoretical model, considering eco-guilt and empathy with nature as mediating variables. It aims to explore the influencing mechanism of destination environmental information sharing through digital media on TPEBI from a presence perspective. Thereby, two scenario experiments were designed: Study 1 examined the impact of different formats of destination environmental threat information presentation on digital media on the sense of presence, while Study 2 explored the influencing mechanism of presence on TPEBI based on the conclusions of Study 1. Results indicate that (1) vivid and visible presentation formats of destination environmental threat information on digital media enhance individuals’ sense of presence; (2) sense of presence positively influences TPEBI; and (3) eco-guilt and empathy with nature mediate between presence and TPEBI. These findings not only contribute to theoretical and empirical research on digital media information sharing in sustainable tourism but also offer guidance for governments and tourism destinations to effectively stimulate TPEBI through digital media, achieve the sustainable development of destinations.
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- 2024
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9. 'Like another human being in the room': a community case study of smart speakers to reduce loneliness in the oldest-old
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Arlene Astell and David Clayton
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social isolation ,loneliness ,oldest-old people ,smart speaker ,agency ,presence ,Psychology ,BF1-990 - Abstract
This community case study examined the potential benefits of smart speakers to tackle loneliness in the oldest old adults living in supported accommodation. The program was established as a collaboration between the supported accommodation provider and a technology company to explore the feasibility of smart speakers to alleviate resident loneliness. Loneliness in later life often accompanies a shrinking social circle, loss of a spouse or increased disability. People aged 85 years of age and over are increasingly likely to experience these life events, leading to an increased risk of social isolation and loneliness. Five older people, mean age 90 years of age, who resided in supported accommodation, were given a smart speaker for 8 weeks to examine their experience with the voice assistant. The experiences of the five older adults are explored as case studies, with each person interviewed both before and after receiving the smart speaker. All five valued their smart speaker, recognised its potential for tackling loneliness, and wanted to keep it. The three most lonely individuals reported that their smart speaker made them feel less lonely and isolated through two mechanisms: (i) creating a presence and (ii) having some control over their situation. Although only a small study, these experiences suggest providing smart speakers for lonely and isolated oldest-old people, could be one way to help combat loneliness in community settings.
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- 2024
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10. Authenticity and presence: defining perceived quality in VR experiences
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Asim Hameed and Andrew Perkis
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virtual reality (VR) ,user experience ,user-perceived quality ,presence ,plausibility ,believability ,Psychology ,BF1-990 - Abstract
This work expands the existing understanding of quality assessments of VR experiences. Historically, VR quality has focused on presence and immersion, but current discourse emphasizes plausibility and believability as critical for lifelike, credible VR. However, the two concepts are often conflated, leading to confusion. This paper proposes viewing them as subsets of authenticity and presents a structured hierarchy delineating their differences and connections. Additionally, coherence and congruence are presented as complementary quality functions that integrate internal and external logic. The paper considers quality formation in the experience of authenticity inside VR emphasizing that distinguishing authenticity in terms of precise quality features are essential for accurate assessments. Evaluating quality requires a holistic approach across perceptual, cognitive, and emotional factors. This model provides theoretical grounding for assessing the quality of VR experiences.
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- 2024
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11. Conception And Implementation of an virtual Reality application for the evaluation of different types of commercially available haptic gloves
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Schmücker Vanessa, Grensing Florian, Jakob Rebekka, Gießer Christian, Brück Rainer, and Eiler Tanja
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data gloves ,force feedback ,haptic ,immersion ,medical education ,presence ,psychology ,teaching ,vibrotactile feedback ,virtual reality ,vr ,Medicine - Abstract
Immersion and presence are important aspects of virtual reality (VR). Efforts are therefore being made to enhance these effects in order to increase the impact of VR and its transferability to reality. This is particularly important in research areas such as medical education and psychology. The development of haptic gloves has therefore increased significantly in recent years. These are immersive input devices designed to make virtual objects tangible. However, the research field is still very new and there is insufficient research on their handling and effect. For this reason, an application was developed to compare different haptic data gloves with different haptic technologies. A glove with vibrotactile feedback (Manus Prime X Haptic VR) and a glove with additional force feedback (SenseGlove) were used and compared in multiple tasks. These include finger tracking and gesture recognition, as well as hand tracking and the behaviour of gloves when grasping objects with and without haptics. The aim is to determine how well the haptics could be integrated and which is more accepted by the test subjects. For this purpose, a questionnaire has been designed to evaluate the effect of the haptic gloves on users. It aims to get a first impression of the tactile gloves available on the market and to advance research in the area.
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- 2023
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12. Greater usage and positive mood change for users of a dynamic VR app before and after the COVID-19 pandemic onset
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Jessica Housand, Allen Cornelius, and Karen E. Shackleford
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virtual reality ,stress ,mood ,VR ,interactivity ,presence ,Psychology ,BF1-990 - Abstract
Americans reported an increase in stress during the novel coronavirus disease 2019 (COVID-19). Virtual reality (VR) apps have been shown to distract users from stressors in the environment, but little is known about the efficacy of specific content features to reduce stress or improve mood for consumer users during a pandemic. The present study investigated secondary archival data to explore how mood and usage behavior changed before and after the onset of COVID-19 for consumer users of a VR app with dynamic, interactive content. Study findings indicate that the COVID-19 pandemic had significant effects on user behavior and mood. Users created more accounts and used app content more often during the pandemic, while reporting increased negative mood states. This suggests that users were motivated to use the content to cope with pandemic stressors. Users also experienced a greater positive mood change after using the content during the pandemic than before, which implies that elements related to the VR app content met users’ psychological needs. Passive content with less interactivity resulted in a greater positive mood state after the COVID-19 onset, likely related to its capacity to reduce stress, facilitate restoration, and improve persistent affective states in stressful environments. This study offers a vital window into how consumer users respond to psychosocial pandemic stressors outside of a controlled environment as well as the prospective for VR app content to serve as a valuable mental health intervention during similar stressful events.
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- 2024
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13. Mining players’ experience in computer games: Immersion affects flow but not presence
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Simone Colombo, Patrik Hansson, and Markus B.T. Nyström
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Computer games ,Minecraft ,Immersion ,Flow ,Presence ,Human-computer interaction ,Electronic computers. Computer science ,QA75.5-76.95 ,Psychology ,BF1-990 - Abstract
The aim of this study was to investigate whether different levels of immersion while playing a computer game affect the participant's experiences of flow and presence. Understanding how different levels of immersion influence the experiences of flow and presence can shed light on the intricate interplay between these constructs and provide valuable insights into the factors that contribute to engaging and immersive gameplay. The independent variable, immersion, was manipulated in three conditions (high, moderate, and low) in a between-subject design within the video game Minecraft. Participants were asked to complete 15 min of gameplay and then fill out the questionnaires concerning flow and presence. The experiment was conducted remotely on a video-sharing platform. Bayesian analysis revealed an effect of immersion level on flow, while no evidence of an effect was found for the experience of presence. This study provides evidence in favor of a relation between flow and immersion while supporting a presumed double dissociation of immersion from presence. Future research using a Bayesian approach is encouraged to build further knowledge on this research topic.
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- 2023
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14. Utilization of Presence Awareness in Trauma Therapy
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Michelle M. Lepak
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presence ,trauma treatment ,mindfulness ,presence psychotherapy ,meditation ,body-based trauma therapy ,Psychology ,BF1-990 - Abstract
Trauma can result in many long-term symptoms including emotional dysregulation, depression, addiction, and PTSD. When triggered by trauma, patients typically experience the world through a myopic lens. Helping clients observe and sense their trauma sequelae in the broader sensory awareness of Presence appears to help clients more easily process and resolve traumatic experience. The Presence Psychotherapy Trauma Protocol (PPTP) provides specific open-ended questions in session to help clients orient to Presence Awareness which can then be utilized to resolve trauma. Options to help clients sense their traumatic experience in the expansive awareness of Grounded Presence, Spacious Presence, Relational Presence, or Transcendent Presence create multiple regulating, processing, and attachment healing opportunities. PPTP’s concept of Reflective View is introduced which provides the clinician with prompts to help the client identify who they are as Presence Awareness early in session. This paper demonstrates, through a case example, how Presence Awareness and specifically Reflective View help clients access, tolerate, and process trauma in a broader sense of Presence Awareness.
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- 2022
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15. How does interactive virtual reality enhance learning outcomes via emotional experiences? A structural equation modeling approach
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Hairu Yang, Minghan Cai, Yongfeng Diao, Rui Liu, Ling Liu, and Qianchen Xiang
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interactive virtual reality ,technical characteristics ,learning experience ,COVID-19 pandemic ,CVTAE ,presence ,Psychology ,BF1-990 - Abstract
IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features and learning experiences affect learning outcomes in terms of psychological and emotional value. Based on media technology models and the control value theory of achievement emotions (CVTAE), this study uses structural equation modeling (SEM) to investigate the correlations among the internal elements of IVR technology features, learning experiences, and learning outcomes. It also emphasizes the role played by emotional experience in this context.MethodsThe sample referenced by this study consisted of 480 college students (193 males) who were simultaneously engaged in guided inquiry and learning in an IVR-based COVID-19 pandemic science museum in groups of 10.ResultsThe findings suggest that presence and perceived enjoyment have a key mediating effect on the relationship between virtual reality (VR) features and perceived learning outcomes in an IVR-based learning simulation. In addition, the results indicate that presence is more strongly correlated with perceived learning effects, while enjoyment is more strongly correlated with learning satisfaction.DiscussionThese findings provide intellectual support and theoretical backing for VR-based instructional design and environmental development. Moreover, this study has practical value with regard to the future large-scale application of IVR to experiential teaching, group-led teaching, and the promotion of the digital transformation and intelligence upgrading in education.
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- 2023
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16. In a dirty virtual room: exposure to an unpleasant odor increases the senses of presence, reality, and realism
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Oliver Baus, Stéphane Bouchard, Kevin Nolet, and Maxine Berthiaume
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virtual reality ,presence ,olfaction ,odors ,reality ,realism ,Psychology ,BF1-990 ,Neurophysiology and neuropsychology ,QP351-495 - Abstract
A recent study found that in a virtual room devoid of obvious visual cues linking visual and olfactory stimuli, exposure to an unpleasant odor (but not to a pleasant one) led to statistically significant increases in the sense of Presence. A second study obtained similar results when concordant visual cues linking the visual scene and pleasant odor were presented. Both studies also reported that neither exposure to an unpleasant or pleasant odor influenced the sense of Realism. However, in the second study, the sense of Reality was statistically significantly higher when participants were exposed to the pleasant odor (but not to the unpleasant one). The goal of the current (and third) study was to clarify these relationships in a virtual environment where the visual scene was linked to an unpleasant odor. To this end, 60 participants were immersed in a filthy virtual kitchen, unaware of the potential exposure to an olfactory stimulus. Depending on their experimental condition, they were exposed to either the ambient odor in the laboratory, a pleasant odor, or an unpleasant odor. The results revealed that exposure to the unpleasant odor increased the senses of Presence and of Reality in a statistically significant manner. Furthermore, the results regarding odor detection rates suggest that visual/olfactory concordance may have facilitated the detection of the unpleasant odor. Overall, the results suggest that, in the case of an unpleasant odor, visual/olfactory concordance can notably enrich the quality of the user experience in virtual reality.
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- 2022
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17. Vection, Presence, and Motion Sickness in a Virtual Reality Driving Simulation
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Hughes, Benjamin Paul
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Psychology ,Cognitive psychology ,cybersickness ,driving ,motion sickness ,presence ,vection ,virtual reality - Abstract
Over the past two decades, advancements in virtual reality have been researched and applied in numerous fields ranging from therapy to training to education. As the medium has evolved, so have the methods used for examining the subjective experiences and objective behaviors that take place while accessing virtual reality, including desirable factors like “presence” and “immersion” as well as undesirable experiences like motion sickness (more accurately, cybersickness). Within both research and recreational applications of VR, cybersickness represents an obstacle to the ideal user experience. The high prevalence of cybersickness in virtual reality applications limits users’ ability to enjoy and engage with the environment and hampers researchers’ ability to use virtual reality as an experimental tool. Virtual reality has the novel potential to create stimuli that generate unique responses in participants, such as the false perception of self-motion due to visual cues (an illusory phenomenon known as “vection”). Ameliorating the effects of cybersickness could open the doors for more fine-grained and generalizable research of such phenomena. Furthermore, a more holistic understanding of the illusory self-motion mechanism (vection) as it relates to sickness would help inform future studies on user experience within VR. This document summarizes a series of three experiments designed to investigate interactions between vection, motion sickness, and presence in the context of a virtual reality driving simulation.
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- 2023
18. Self-Illusion: A Study on Cognition of Role-Playing in Immersive Virtual Environments.
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Li, Sheng, Gu, Xiang, Yi, Kangrui, Yang, Yanlin, Wang, Guoping, and Manocha, Dinesh
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SHARED virtual environments ,COGNITION ,ROLE playing ,PSYCHOLOGICAL fiction ,USER experience ,VIRTUAL reality ,MIXED reality - Abstract
We present the design and results of an experiment investigating the occurrence of self-illusion and its contribution to realistic behavior consistent with a virtual role in virtual environments. Self-illusion is a generalized illusion about one's self in cognition, eliciting a sense of being associated with a role in a virtual world, despite sure knowledge that this role is not the actual self in the real world. We validate and measure self-illusion through an experiment where each participant occupies a non-human perspective and plays a non-human role using this role's behavior patterns. 77 participants were enrolled for the user study according to the priori power analysis. In the mixed-design experiment with different levels of manipulations, we asked the participants to play a cat (a non-human role) within an immersive VE and captured their different kinds of responses, finding that the participants with higher self-illusion can connect themselves to the virtual role more easily. Based on statistical analysis of questionnaires and behavior data, there is some evidence that self-illusion can be considered a novel psychological component of presence because it is dissociated from sense of embodiment (SoE), plausibility illusion (Psi), and place illusion (PI). Moreover, self-illusion has the potential to be an effective evaluation metric for user experience in a virtual reality system for certain applications. [ABSTRACT FROM AUTHOR]
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- 2022
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19. The Formation Mechanism of Impulse Buying in Short Video Scenario: Perspectives From Presence and Customer Inspiration
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Peng Gao, Yuanyuan Zeng, and Yu Cheng
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short video ,presence ,customer inspiration ,impulse purchase ,social factors ,Psychology ,BF1-990 - Abstract
It has been found in many cases that consumers are prone to exhibit impulsive buying behavior that is manifested as being immediate, emotional, and irresponsible especially under short video scenario. Supported by the customer inspiration theory, this study explores the psychological mechanism underlying impulse purchase in short videos that differentiates the traditional web shopping by the strong sense of presence in short video marketing. On the basis of a questionnaire survey and three laboratory experiments, this study examines the relationship among presence, customer inspiration, and impulse purchase intention. The empirical results point to the fact that social presence, co-presence, and physical presence have significant positive effects on impulse purchase intention, and customer inspiration mediates the effect of social presence, physical presence, and co-presence on impulse purchase intention. Furthermore, it is indicated that social and co-presence have stronger influences on impulse purchase intention than physical presence, thus proving a stronger effect of social factors on impulse purchase intention than physical factors in short video environment. The research results testify the impact of presence on consumer behavior in the upgrading short video marketing and provide valuable reference for marketing strategies to shorten consumers' decision-making time in short video purchase.
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- 2022
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20. The Distances of Presence: What Does It Mean to Be Online and Offline with Others?
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Peppe Cavallari
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distance ,online ,presence ,chat ,digital space ,Psychology ,BF1-990 ,Visual arts ,N1-9211 - Abstract
The experience of confinement and the current distancing measures keep showing up the paradoxes of distance, its constraints and its resources. Social distancing mobilises a number of technological, physical and semiotic mediations. In this way social distancing makes us see how presence is constructed, thus revealing the paradox that presence is only the effect of the organisation of several distances. Presence is always an effect of distance. Presence is the effect of differences, mediations, distances, which as a whole constitute what I call ‘play’ (or jeu), in the French sense of the word il y a du jeu, or the notion of play in terms of having slack or space to play with, meaning that there is a gap, an interstice, a delay. In order to have presence, you have to be able to create the conditions for this being ‘in between’, and this is exactly what the social uses of digital technology do. There is play, and presence consists in the harmonisation –always laborious and never finished– of these spatio-temporal disjunctions.
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- 2021
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21. Is Consciousness First in Virtual Reality?
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Mel Slater and Maria V. Sanchez-Vives
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consciousness ,virtual reality ,perception ,interface theory of perception ,real vs. virtual ,presence ,Psychology ,BF1-990 - Abstract
The prevailing scientific paradigm is that matter is primary and everything, including consciousness can be derived from the laws governing matter. Although the scientific explanation of consciousness on these lines has not been realized, in this view it is only a matter of time before consciousness will be explained through neurobiological activity in the brain, and nothing else. There is an alternative view that holds that it is fundamentally impossible to explain how subjectivity can arise solely out of material processes—“the hard problem of consciousness”—and instead consciousness should be regarded in itself as a primary force in nature. This view attempts to derive, for example, the laws of physics from models of consciousness, instead of the other way around. While as scientists we can understand and have an intuition for the first paradigm, it is very difficult to understand what “consciousness is primary” might mean since it has no intuitive scientific grounding. Here we show that worlds experienced through virtual reality (VR) are such that consciousness is a first order phenomenon. We discuss the Interface Theory of Perception which claims that in physical reality perceptions are not veridical and that we do not see the “truth” but that perception is based on evolutionary payoffs. We show that this theory may provide an accurate description of perception and consciousness within VR, and we put forward an experimental study that could throw light on this. We conclude that VR does offer an experimental frame that provides intuition with respect to the idea that “consciousness is first” and what this might mean regarding the perceived world. However, we do not draw any conclusions about the veracity of this notion with respect to physical reality or question the emergence of consciousness from brain function.
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- 2022
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22. Clinical Perspectives on the Notion of Presence
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Pascal Malet, Antoine Bioy, and Alfonso Santarpia
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presence ,psychotherapy ,embodiment ,experiential/existential/humanistic psychotherapy ,therapeutic relationship ,Psychology ,BF1-990 - Abstract
This article explores the theme of presence of the psychotherapist, a concept that has been of particular interest in humanistic and existential approaches. Presence was first associated with the humanistic attitudes of the practitioner and the way he or she embodies these attitudes in the here and now of the encounter. Since the publication in 2002 of Geller and Greenberg’s model of therapeutic presence, several quantitative studies have explored the relationship between the therapist’s perception of presence and other dimensions of the therapeutic process. However, qualitative explorations still seem necessary to account for the complexity of the therapist’s presence and its role in the therapeutic process. Centered on the therapist’s perspective, we use an idiographic methodology and refer to lived clinical experience to highlight the dimension of sensory contact that, through the body, actualize a connection to a virtual space of the therapeutic relationship. We so describe how a therapist can achieve an embodied processing to clinical material from what we describe as “traces of presence” of the other. From this point of view, the patient’s presence incorporates itself into the therapist’s experience and the therapist can perceive aspects of this presence in a tangible, concrete, and useful way. The therapist’s presence thus takes on a meaning that is not reduced to what the patient will perceive and interpret of his or her attitude. It becomes the main material from which the therapist orients his or her clinical interventions.
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- 2022
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23. Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game
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Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou, and Miriam H. Beauchamp
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moral reasoning ,serious video games ,adolescence ,empathy ,presence ,neuropsychology ,Psychology ,BF1-990 - Abstract
BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether their performance is associated with empathy or sense of presence, factors known to influence social cognition.MethodsParticipants (12–17 years, M = 14.39; SD = 1.35) first completed a pre-test measure of socio-moral reasoning based on three dilemmas from a previously validated computer task. Then, they either played an evaluative version (n = 24) or an adaptive (n = 33) version of a video game presenting nine social situations in which they made socio-moral decisions and provided justifications. In the evaluative version, participants’ audio justifications were recorded verbatim and coded manually to obtain a socio-moral reasoning maturity score. In the adaptive version (AV), tailored feedback and social reinforcements were provided based on participant responses. An automatic coding algorithm developed using artificial intelligence was used to determine socio-moral maturity level in real-time and to provide a basis for the feedback and reinforcements in the game. All participants then completed a three-dilemma post-test assessment.ResultsThose who played the adaptive version showed improved SMR across the pre-test, in-game and post-test moral maturity scores, F(1.97,63.00) = 9.81, pHF < 0.001, ϵ2 = 0.21, but those who played the Evaluative version did not. Socio-moral reasoning scores from both versions combined did not correlate with empathy or sense of presence during the game, though results neared significance. The study findings support preliminary validation of the game as a promising method for assessing and remediating social skills during adolescence.
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- 2022
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24. Assessment of virtual environments for alcohol Relapse Prevention in a less immersive and cost-effective setup: A qualitative study
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Rigina Skeva, Lynsey Gregg, Caroline Jay, and Steve Pettifer
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Virtual reality therapy ,Avatars ,Presence ,Realism ,Alcohol misuse ,Alcohol advertisement ,Electronic computers. Computer science ,QA75.5-76.95 ,Psychology ,BF1-990 - Abstract
Relapse prevention (RP) - helping people to develop relevant coping skills in high-risk situations that challenge abstinence - is an important part of alcohol use disorder treatment. Recreating personalised, high-risk situations can be challenging in clinical contexts. Virtual Reality Therapy (VRT) has the potential to offer immersive exposure to relevant, interactive stimuli presented in Virtual Environments (VEs). The use of VRT in RP remains unexplored. In this study, 10 casual and 13 high-risk drinkers assessed, via unstructured interviews, the realism of three ‘high-risk’ VEs: a home, a supermarket and a pub, and the extent to which they induced alcohol temptation when presented in a less immersive, cost-effective setup. Template analysis revealed that proximal (alcohol stimuli) and contextual (stimuli typically associated with alcohol) cues, and a sense of presence within the VEs, were key aspects to inducing realism and alcohol temptation. High-risk drinkers were tempted to drink in any VE and regular drinkers primarily in a social, pub VE. Temptation to smoke was induced in smokers. The results suggest that the VEs may help people with alcohol or comorbid tobacco misuse to practice coping with craving, refusal skills (saying ‘no’ to prompts to drink) and emotion regulation in social, private and alcohol vending contexts. The interconnections of realism, presence, alcohol temptation and related cues discussed here can inform future VRT applications for alcohol treatment.
- Published
- 2021
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25. Effects of Avatar player-similarity and player-construction on gaming performance
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Katherine M. Rahill and Marc M. Sebrechts
- Subjects
Avatars ,Virtual environments ,Gaming ,Performance ,Presence ,Electronic computers. Computer science ,QA75.5-76.95 ,Psychology ,BF1-990 - Abstract
There are a variety of ways in which the similarity of an avatar to its user has been achieved. In addition to the characteristics of an avatar, the source of the design can also impact the avatars utility. The current study focuses on how an avatar's similarity to the individual user through customization (similar vs. dissimilar) and who is the designer (player-vs other-construction) contribute to presence and performance. Results supported the separable importance of both avatar similarity and playerconstruction of avatars for game performance, as well as virtual presence, perception of performance, and perception of control. Performance was influenced by these design factors even in the absence of social engagement. Overall, the results of this study highlight the different effects that design, construction source and visual appearance have on avatar-player relationships and related performance.
- Published
- 2021
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26. A Methodological Framework for Assessing Social Presence in Music Interactions in Virtual Reality
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Bavo Van Kerrebroeck, Giusy Caruso, and Pieter-Jan Maes
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presence ,virtual reality ,music ,embodiment ,social interaction ,interpersonal coordination ,Psychology ,BF1-990 - Abstract
Virtual reality (VR) brings radical new possibilities to the empirical study of social music cognition and interaction. In the present article, we consider the role of VR as a research tool, based on its potential to create a sense of “social presence”: the illusory feeling of being, and socially interacting, inside a virtual environment. This makes VR promising for bridging ecological validity (“research in the wild”) and experimental control (“research in the lab”) in empirical music research. A critical assumption however is the actual ability of VR to simulate real-life social interactions, either via human-embodied avatars or computer-controlled agents. The mediation of social musical interactions via VR is particularly challenging due to their embodied, complex, and emotionally delicate nature. In this article, we introduce a methodological framework to operationalize social presence by a combination of factors across interrelated layers, relating to the performance output, embodied co-regulation, and subjective experiences. This framework provides the basis for the proposal of a pragmatic approach to determine the level of social presence in virtual musical interactions, by comparing the outcomes across the multiple layers with the outcomes of corresponding real-life musical interactions. We applied and tested this pragmatic approach via a case-study of piano duet performances of the piece Piano Phase composed by Steve Reich. This case-study indicated that a piano duet performed in VR, in which the real-time interaction between pianists is mediated by embodied avatars, might lead to a strong feeling of social presence, as reflected in the measures of performance output, embodied co-regulation, and subjective experience. In contrast, although a piano duet in VR between an actual pianist and a computer-controlled agent led to a relatively successful performance output, it was inadequate in terms of both embodied co-regulation and subjective experience.
- Published
- 2021
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27. Inside Image: Technical Notes for Virtual Storytelling
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Daniele Rossi
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virtual reality ,virtual storytelling ,immersion ,presence ,embodiment ,Psychology ,BF1-990 ,Visual arts ,N1-9211 - Abstract
The use of virtual reality (VR) to tell stories, and more specifically, the possibilities of constructing 3D spaces to be experienced through an Head Mounted Display (HMD) allows empathy levels that are difficult to reach through other mediums. These levels are concretized in some characteristic VR attributes so they can define different layers of immersion that can be fundamental in the narrative setting. Knowing how to distinguish these attributes by recognizing their peculiarities is the starting point for anyone who wants to experiment with VR design. Immersion, presence, embodiment, first-person shot, point of interest and continuity are some of the terms that need to be understood to approach new forms of VR storytelling.
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- 2019
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28. How to Get There When You Are There Already? Defining Presence in Virtual Reality and the Importance of Perceived Realism
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Stefan Weber, David Weibel, and Fred W. Mast
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presence ,perceived realism ,virtual reality ,immersion ,absorption ,Psychology ,BF1-990 - Published
- 2021
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29. Livestream Experiments: The Role of COVID-19, Agency, Presence, and Social Context in Facilitating Social Connectedness
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Kelsey E. Onderdijk, Dana Swarbrick, Bavo Van Kerrebroeck, Maximillian Mantei, Jonna K. Vuoskoski, Pieter-Jan Maes, and Marc Leman
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livestream ,concert COVID-19 ,social connectedness ,agency ,presence ,parasocial interaction ,Psychology ,BF1-990 - Abstract
Musical life became disrupted in 2020 due to the COVID-19 pandemic. Many musicians and venues turned to online alternatives, such as livestreaming. In this study, three livestreamed concerts were organized to examine separate, yet interconnected concepts—agency, presence, and social context—to ascertain which components of livestreamed concerts facilitate social connectedness. Hierarchical Bayesian modeling was conducted on 83 complete responses to examine the effects of the manipulations on feelings of social connectedness with the artist and the audience. Results showed that in concert 1, where half of the participants were allowed to vote for the final song to be played, this option did not result in the experience of more agency. Instead, if their preferred song was played (regardless of voting ability) participants experienced greater connectedness to the artist. In concert 2, participants who attended the concert with virtual reality headsets experienced greater feelings of physical presence, as well as greater feelings of connectedness with the artist, than those that viewed a normal YouTube livestream. In concert 3, attendance through Zoom led to greater experience of social presence, but predicted less connectedness with the artist, compared to a normal YouTube livestream. Crucially, a greater negative impact of COVID-19 (e.g., loneliness) predicted feelings of connectedness with the artist, possibly because participants fulfilled their social needs with this parasocial interaction. Examining data from all concerts suggested that physical presence was a predictor of connectedness with both the artist and the audience, while social presence only predicted connectedness with the audience. Correlational analyses revealed that reductions in loneliness and isolation were associated with feelings of shared agency, physical and social presence, and connectedness to the audience. Overall, the findings suggest that in order to reduce feelings of loneliness and increase connectedness, concert organizers and musicians could tune elements of their livestreams to facilitate feelings of physical and social presence.
- Published
- 2021
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30. Hazard Perception, Presence, and Simulation Sickness—A Comparison of Desktop and Head-Mounted Display for Driving Simulation
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Sarah Malone and Roland Brünken
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virtual reality ,head-mounted display ,driving experience ,presence ,simulation sickness ,hazard perception assessment ,Psychology ,BF1-990 - Abstract
Driving simulators are becoming increasingly common in driver training and assessment. Since virtual reality is generally regarded as an appropriate environment for measuring risk behavior, simulators are also used to assess hazard perception, which is considered to be one of the most important skills for safe driving. Simulators, which offer challenges that are indeed comparable to driving in real traffic, but at a very low risk of physical injury, have the potential to complement theoretical and practical driver trainings and tests. Although configurations and fidelity differ considerably between driving simulators, studies comparing the impact of their distinct features on driving performance and test validity remain rare. In this context, prior research demonstrated that a wider field of view (three monitors compared to a single monitor) led to earlier speed adjustments in response to potential hazards—especially for experienced drivers. The wider field of view was assumed to cause the drivers to be more present in the virtual world, which in turn provoked more natural scanning of the road and therefore, earlier hazard detection in experienced drivers. Research on spatial presence in other contexts support this assumption. The present experiment investigated whether this effect could be enhanced by an even more immersive presentation technique for driving simulation: a head-mounted display (HMD). Moreover, we studied the interplay between display mode, sense of presence and simulation sickness. Eighty experienced and less experienced drivers completed six simulation-based hazard perception scenarios, which were displayed either via a triple-monitor set-up or an HMD. Results indicate that the experienced drivers showed very similar driving and risk behavior as the inexperienced drivers in both experimental conditions. However, there were significant differences between the two display conditions. The use of an HMD resulted in a clearer and more abrupt speed reduction, more virtual presence, and a higher degree of simulation sickness. However, the interrelation between these three variables could not be conclusively clarified in the present study and thus represents a research aim that could be addressed in future studies.
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- 2021
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31. Wandering Minds and Aging Cells
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Epel, Elissa S, Puterman, Eli, Lin, Jue, Blackburn, Elizabeth, Lazaro, Alanie, and Mendes, Wendy Berry
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Clinical Research ,Aging ,1.1 Normal biological development and functioning ,Underpinning research ,aging ,telomere length ,mind wandering ,mindfulness ,presence ,experiential avoidance ,Psychology - Abstract
Many ancient contemplative traditions believe presence of mind promotes greater longevity, a belief that is hard to test. Scientific evidence suggests that mind wandering predicts unhappiness, whereas presence in the moment predicts wellbeing. It is important to test whether a tendency toward mind wandering is associated with biological measures of longevity beyond self-reported measures of well-being. Telomere length has recently emerged as a proxy measure of biological aging and correlate of severe stress. We assessed the association between telomere length and tendency to be present versus tendency to mind wander in 239 healthy women. Those who reported high mind wandering had shorter telomeres, consistently across immune cell types (granulocytes, lymphocytes), than did those who reported low mind wandering, even after adjusting for stress. Telomere length varies widely between adults, and these findings suggest that presence of mind may explain some of these differences. A present attentional state may promote a healthy biochemical milieu and, in turn, cell longevity. © The Author(s) 2013.
- Published
- 2013
32. The Use of Virtual Reality Alone Does Not Promote Training Performance (but Sense of Presence Does)
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Simone Grassini, Karin Laumann, and Martin Rasmussen Skogstad
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head-mounted displays ,virtual reality ,presence ,performance ,training ,human factors ,Psychology ,BF1-990 - Abstract
Virtual reality (VR) offers novel ways to develop skills and learning. This technology can be used to enhance the way we educate and train professionals by possibly being more effective, cost-efficient, and reducing training-related risks. However, the potential benefits from virtual training assume that the trained skills can be transferred to the real world. Nevertheless, in the current published scientific literature, there is limited empirical evidence that links VR use to better learning. The present investigation aimed to explore the use of VR as a tool for training procedural skills and compare this modality with traditional instruction methods. To investigate skill development using the two forms of training, participants were randomly divided into two groups. The first group received training through an instructional video, while the second group trained in VR. After the training session, the participants performed the trained task in a real setting, and task performance was measured. Subsequently, the user’s experienced sense of presence and simulator sickness (SS) was measured with self-report questionnaires. There were no significant differences between groups for any of the performance measures. There was no gender effect on performance. Importantly, the results of the present study indicate that a high sense of presence during the VR simulation might contribute to increased skill learning. These findings can be used as a starting point that could be of value when further exploring VR as a tool for skill development.
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- 2020
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33. A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training
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David J. Harris, Jonathan M. Bird, Philip A. Smart, Mark R. Wilson, and Samuel J. Vine
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fidelity ,presence ,training ,transfer ,validity ,virtual reality ,Psychology ,BF1-990 - Abstract
New computer technologies, like virtual reality (VR), have created opportunities to study human behavior and train skills in novel ways. VR holds significant promise for maximizing the efficiency and effectiveness of skill learning in a variety of settings (e.g., sport, medicine, safety-critical industries) through immersive learning and augmentation of existing training methods. In many cases the adoption of VR for training has, however, preceded rigorous testing and validation of the simulation tool. In order for VR to be implemented successfully for both training and psychological experimentation it is necessary to first establish whether the simulation captures fundamental features of the real task and environment, and elicits realistic behaviors. Unfortunately evaluation of VR environments too often confuses presentation and function, and relies on superficial visual features that are not the key determinants of successful training outcomes. Therefore evidence-based methods of establishing the fidelity and validity of VR environments are required. To this end, we outline a taxonomy of the subtypes of fidelity and validity, and propose a variety of practical methods for testing and validating VR training simulations. Ultimately, a successful VR environment is one that enables transfer of learning to the real-world. We propose that key elements of psychological, affective and ergonomic fidelity, are the real determinants of successful transfer. By adopting an evidence-based approach to VR simulation design and testing it is possible to develop valid environments that allow the potential of VR training to be maximized.
- Published
- 2020
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34. Questionnaire Measures and Physiological Correlates of Presence: A Systematic Review
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Simone Grassini and Karin Laumann
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virtual environment ,presence ,immersion ,physiology ,review ,Psychology ,BF1-990 - Abstract
The published literature has produced several definitions for the sense of presence in a simulated environment, as well as various methods for measuring it. The variety of conceptualizations makes it difficult for researchers to interpret, compare, and evaluate the presence ratings obtained from individual studies. Presence has been measured by employing questionnaires, physiological indices, behavioral feedbacks, and interviews. A systematic literature review was conducted to provide insight into the definitions and measurements of presence in studies from 2002 to 2019, with a focus on questionnaires and physiological measures. The review showed that scholars had introduced various definitions of presence that often originate from different theoretical standpoints and that this has produced a multitude of different questionnaires that aim to measure presence. At the same time, physiological studies that investigate the physiological correlates of the sense of presence have often shown ambiguous results or have not been replicated. Most of the scholars have preferred the use of questionnaires, with Witmer and Singer's Presence Questionnaire being the most prevalent. Among the physiological measures, electroencephalography was the most frequently used. The conclusions of the present review aim to stimulate future structured efforts to standardize the use of the construct of presence, as well as inspire the replication of the findings reported in the published literature.
- Published
- 2020
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35. A subjective study of the presence experience phenomenon
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Nataliya V. Averbukh
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virtual reality ,presence ,presence factors ,immersion ,environmental presence ,social presence ,personal presence ,Psychology ,BF1-990 - Abstract
Background. Presence phenomenon is aт important component of human interaction using virtual reality. Virtual reality is used actively in such spheres as Education, Research, Psychotherapy, Surgery, Entertainment and Games. The hidden part of the presence experience phenomenon deserves great interest. The researcher has to answer the following questions when conducting a research: 1. what exactly does the person experiencing the presence feel? 2. how much does a person «forget» about what is happening around them in the real world? 3. is it possible to simultaneously feel one’s presence in both worlds – real, where a person is physically present, and virtual, where a person is immersed by specific hardware and software that generate virtual reality? The Objective of the paper is to provide a description of the subjective presence experience, to show features of presence experience types. Design. The paper includes the review of modern research on the presence phenonmenon. The course of the study is described: conditions for experiencing the phenomenon of presence (e.g. virtual flight over the city) were designed to coincide with theoretical factors that enhance or weaken the experience of the phenomenon of presence. Following the first stage, the subjects were interviewed using structured interviews in order to systematize their subjective experience. The paper provides a qualitative analysis of the test subjects’ answers. The study involved 18 people, 5 males and 13 females aged 18 to 28 years. Results. The influence of factors contributing to the emergence of presence is reflected in the subjective experience, types of experiencing different types of presence (e.g. environmental, social, personal) were highlighted. The contradictory notions about the position of one’s body, the location of other people and other components of the phenomenon of presence are shown. Conclusion. The phenomenon of presence is a complex experience within which the perception of time, space, body, physical laws is distorted.
- Published
- 2018
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36. "What's in a Name?": The Aesthetics of Proper Name and Diasporic Identity in Darwish and Said.
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Hamamra, Bilal Tawfiq and Abusamra, Sanaa
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- *
AESTHETICS , *PSYCHOLOGY , *CROSS-cultural studies , *POSTCOLONIAL analysis - Abstract
Published in the same year, 1999, Edward Said's Out of Place and Mahmoud Darwish's "Mural" amplify eulogical voices of the dying self. Despite the sombre theme dominating both works as swansongs, Darwish and Said manage to subvert it to transform their works into ghostly texts. In this essay we examine the aesthetics of the proper name and diasporic identities as represented in the aforementioned works, employing Derrida's theory of the ghostliness of the proper name. We argue the names of Darwish and Said are ghostly presences of the absence of their bearers. Both authors, regardless of the overwhelming theme of decay in their works, conjure the apparition of the name to revive their absent presence. While Darwish's use of his name is philosophical, Said's use of his name addresses the social and psychological impact of heterogeneous identity. Thus, in addition to Derrida's doctrine on the aesthetics of proper names, we employ a dialogical model of acculturation developed in cross-cultural psychology to scrutinize the psychological intricacies involved in Said's hyphenated identity, the conflicting voices of Edward and Said and his fluctuating movement between contradictory voices and "I" positions of feeling assimilated, separated and marginalized. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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37. Egocentric Distance Perception: A Comparative Study Investigating Differences Between Real and Virtual Environments.
- Author
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Feldstein, Ilja T., Kölsch, Felix M., and Konrad, Robert
- Subjects
- *
DEPTH perception , *VIRTUAL reality , *SPACE , *VISUAL perception , *COGNITION , *PSYCHOLOGY - Abstract
Virtual reality systems are a popular tool in behavioral sciences. The participants' behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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38. The relationship between interference control and sense of presence in virtual environments
- Author
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Velichkovsky B. B.
- Subjects
virtual reality ,presence ,interference ,cognitive control ,attention ,anker task ,antisaccade task ,Go/No Go task ,Psychology ,BF1-990 - Abstract
Background. The sense of presence is an important aspect of interaction with virtual reality applications. Earlier we suggested that presence can depend on cognitive control. The latter is a set of meta-cognitive processes which are responsible for configuring the cognitive system for the accomplishment of specific tasks with respect to a given context. In particular, cognitive control helps in preventing interference from the task-irrelevant variables. Objective. is study aimed at investigation of the possible relationship between interference control and aspects of presence. Design. Thirty-nine subjects (32 female and 7 male, aged 18 to 27 years) participated in the study. The subjects were assessed via a battery of interference control tasks (Flanker Task, Go/No Go task, antisaccade task) and performed a virtual scenario (navigating within an array of randomly placed virtual digits in correct numerical order) in high-immersion (CAVE) and low-immersion (standard computer display) virtual environments. Afterwards, the subjects completed a Russian version of the ITC-Sense of Presence inventory. Results. We found that interference control is generally related to the sense of presence, especially in the CAVE (high-immersion) environment. Sensory interference control was most strongly associated with various aspects of presence (overall presence score, spatial presence, and emotional involvement). Motor interference control was associated with spatial presence and emotional involvement, but this relationship was weaker than was the case with sensory interference control. Low-immersion virtual environments attenuate some of these links between interference control and presence so that only sensory interference control remains a notable predictor of presence. Conclusion. Interference control is positively associated with presence in virtual environments with varying immersion levels. is may reflect a more general cause-and-effect relationship between cognitive control and the feeling of presence in virtual reality.
- Published
- 2017
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39. Virtual skills training: the role of presence and agency
- Author
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Joseph Piccione, James Collett, and Alexander De Foe
- Subjects
Psychology ,Virtual reality ,Presence ,Human factors ,Sport psychology ,Science (General) ,Q1-390 ,Social sciences (General) ,H1-99 - Abstract
Virtual reality (VR) simulations provide increased feelings of presence and agency that could allow increased skill improvement during VR training. Direct relationships between active agency in VR and skill improvement have previously not been investigated. This study examined the relationship between (a) presence and agency, and (b) presence and skills improvement, via active and passive VR simulations and through measuring real-world golf-putting skill. Participants (n = 23) completed baseline putting skill assessment before using an Oculus Rift VR head-mounted display to complete active (putting with a virtual golf club) and passive (watching a game of golf) VR simulations. Measures of presence and agency were administered after each simulation, followed by a final putting skill assessment. The active simulation induced higher feelings of general presence and agency. However, no relationship was identified between presence and either agency or skill improvement. No skill improvement was evident in either the active or passive simulations, potentially due to the short training period applied, as well as a lack of realism in the VR simulations inhibiting a transfer of skills to a real environment. These findings reinforce previous literature that shows active VR to increase feelings of presence and agency. This study generates a number of fruitful research questions about the relationship between presence and skills training.
- Published
- 2019
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40. Experiencing poverty in an online simulation: Effects on players’ beliefs, attitudes and behaviors about poverty
- Author
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Pedro Hernández-Ramos, Christine M. Bachen, Chad Raphael, John Ifcher, and Michael Broghammer
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Poverty ,simulations ,empathy ,presence ,subjective well-being ,Psychology ,BF1-990 - Abstract
Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. Spent players also expressed greater subjective well-being than the control group, but this was not associated with increased policy support or donations. Spent players who experienced greater presence (perceived realism of the simulation) had higher levels of empathy, which contributed to attributing poverty to structural causes and support for anti-poverty policies. We draw conclusions for theory about the psychological experience of playing online poverty simulations, and for how they could be designed to stimulate charity and support for anti-poverty policies.
- Published
- 2019
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41. A Mixed-Methods Approach Using Self-Report, Observational Time Series Data, and Content Analysis for Process Analysis of a Media Reception Phenomenon
- Author
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Michael Brill and Frank Schwab
- Subjects
presence ,measurement ,blinking ,structure ,mixed methods ,Psychology ,BF1-990 - Abstract
Due to the complexityof research objects, theoretical concepts, and stimuli in media research, researchers in psychology and communications presumably need sophisticated measures beyond self-report scales to answer research questions on media use processes. The present study evaluates stimulus-dependent structure in spontaneous eye-blink behavior as an objective, corroborative measure for the media use phenomenon of spatial presence. To this end, a mixed methods approach is used in an experimental setting to collect, combine, analyze, and interpret data from standardized participant self-report, observation of participant behavior, and content analysis of the media stimulus. T-pattern detection is used to analyze stimulus-dependent blinking behavior, and this structural data is then contrasted with self-report data. The combined results show that behavioral indicators yield the predicted results, while self-report data shows unpredicted results that are not predicted by the underlying theory. The use of a mixed methods approach offered insights that support further theory development and theory testing beyond a traditional, mono-method experimental approach.
- Published
- 2019
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42. Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review
- Author
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Séamas Weech, Sophie Kenny, and Michael Barnett-Cowan
- Subjects
presence ,cybersickness ,virtual reality ,sensory integration ,human factors ,Psychology ,BF1-990 - Abstract
In order to take advantage of the potential offered by the medium of virtual reality (VR), it will be essential to develop an understanding of how to maximize the desirable experience of “presence” in a virtual space (“being there”), and how to minimize the undesirable feeling of “cybersickness” (a constellation of discomfort symptoms experienced in VR). Although there have been frequent reports of a possible link between the observer’s sense of presence and the experience of bodily discomfort in VR, the amount of literature that discusses the nature of the relationship is limited. Recent research has underlined the possibility that these variables have shared causes, and that both factors may be manipulated with a single approach. This review paper summarizes the concepts of presence and cybersickness and highlights the strengths and gaps in our understanding about their relationship. We review studies that have measured the association between presence and cybersickness, and conclude that the balance of evidence favors a negative relationship between the two factors which is driven principally by sensory integration processes. We also discuss how system immersiveness might play a role in modulating both presence and cybersickness. However, we identify a serious absence of high-powered studies that aim to reveal the nature of this relationship. Based on this evidence we propose recommendations for future studies investigating presence, cybersickness, and other related factors.
- Published
- 2019
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43. Causal Interactive Links Between Presence and Fear in Virtual Reality Height Exposure
- Author
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Daniel Gromer, Max Reinke, Isabel Christner, and Paul Pauli
- Subjects
presence ,fear ,virtual reality ,visual realism ,acrophobia ,Psychology ,BF1-990 - Abstract
Virtual reality plays an increasingly important role in research and therapy of pathological fear. However, the mechanisms how virtual environments elicit and modify fear responses are not yet fully understood. Presence, a psychological construct referring to the ‘sense of being there’ in a virtual environment, is widely assumed to crucially influence the strength of the elicited fear responses, however, causality is still under debate. The present study is the first that experimentally manipulated both variables to unravel the causal link between presence and fear responses. Height-fearful participants (N = 49) were immersed into a virtual height situation and a neutral control situation (fear manipulation) with either high versus low sensory realism (presence manipulation). Ratings of presence and verbal and physiological (skin conductance, heart rate) fear responses were recorded. Results revealed an effect of the fear manipulation on presence, i.e., higher presence ratings in the height situation compared to the neutral control situation, but no effect of the presence manipulation on fear responses. However, the presence ratings during the first exposure to the high quality neutral environment were predictive of later fear responses in the height situation. Our findings support the hypothesis that experiencing emotional responses in a virtual environment leads to a stronger feeling of being there, i.e., increase presence. In contrast, the effects of presence on fear seem to be more complex: on the one hand, increased presence due to the quality of the virtual environment did not influence fear; on the other hand, presence variability that likely stemmed from differences in user characteristics did predict later fear responses. These findings underscore the importance of user characteristics in the emergence of presence.
- Published
- 2019
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44. Virtual memory palaces: immersion aids recall.
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Krokos, Eric, Plaisant, Catherine, and Varshney, Amitabh
- Subjects
HEAD-mounted displays ,VIRTUAL reality ,VIRTUAL storage (Computer science) ,FEATURE selection ,COMPUTER simulation ,DATA visualization - Abstract
Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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45. Back to Wonderland: Using Postural Sway Analysis in Addition to Embodiment and Presence Surveys for VR
- Author
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Von Drasek, Nathan James
- Subjects
- Psychology, VR, virtual reality, motion capture, postural sway analysis, Virtual Embodiment Questionnaire, Igroup Presence Questionnaire, embodiment, presence, perception, action, VRChat, ecological, survey, surveys, psychology, height, alternate reality
- Abstract
In the current VR literature, postural sway analysis and survey methodologies are useful ways that researchers look to measure participant behavior and experience, but as they are typically performed separately, insights into participant experiences may be limited. The current project sought to employ both methods at the same time to gather new insights from participants as they go through radical changes in their avatar (virtual self) while performing two tasks in a virtual environment. This work sought to demonstrate the effectiveness of different surveys in capturing participant experience; demonstrate how postural sway analysis can provide insight into participants’ experience; and illustrate how combining both datasets allow for a more complete representation of participants’ phenomenological and behavioral experience in VR. We discovered that while the two types of data were not directly tied together, experience from participants could be partially explained from the behavioral measures collected.
- Published
- 2023
46. Visuo-Gravitational Conflicts in Virtual Reality: The impact of repeated exposure
- Author
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Smith, Samuel, Baker, Edward, Mauger, Alexis, Gallagher, Maria, and Bindemann, Markus
- Subjects
Cognition and Perception ,Verticality ,Gravity ,Cognitive Psychology ,Virtual Reality ,Social and Behavioral Sciences ,Anti-Gravity Treadmill ,FOS: Psychology ,Immersion ,Presence ,Psychology ,Cybersickness ,VR User Experience ,Multisensory Integration - Abstract
Virtual Reality (VR) is widely used in various sectors, however problems of cybersickness (motion sickness symptoms induced by VR) and perceptual aftereffects remain barriers for uptake. These negative problems may be caused by conflicts between sensory modalities which signal self-motion, such as vision, proprioception, and the vestibular system (Gallagher & Ferrè, 2018; Rebenitsch & Owen, 2016). These modalities are also implicated in the perception of gravity (Jörges & López-Moliner, 2017; Lacquaniti et al., 2015). Accordingly, it may be possible that gravitational conflicts may cause cybersickness and VR-induced aftereffects. We are currently undertaking a study investigating whether reducing visuo-gravitational conflicts in VR can reduce cybersickness and VR-induced aftereffects, as well as improve the VR experience (https://osf.io/6zpbf). Participants will play a VR game set in a Zero-Gravity environment while their bodyweight is supported by an anti-gravity treadmill (Low-G Condition). In this condition, visual, proprioceptive and somatosensory signals indicate that the participant is in a reduced-gravity environment, reducing visuo-gravitational conflicts. In a control condition (Normal-G), bodyweight is not supported by the treadmill, creating conflicts between vision and body-related gravity signals. We predict lower cybersickness, fewer aftereffects, and increased presence and immersion in the experimental condition. In the present study we aim to investigate the stability of responses to VR gravitational conflicts by re-testing individuals from 5-12 days following the initial study. All procedures will remain identical. Analysis of this data will only be conducted if at least two-thirds of the original sample (n=40, 20 per condition) return for the re-test session.
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- 2023
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47. Visuo-Gravitational Conflicts in Virtual Reality
- Author
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Bindemann, Markus, Baker, Edward, Mauger, Alexis, Gallagher, Maria, and Smith, Samuel
- Subjects
FOS: Psychology ,Verticality ,Immersion ,Cognitive Psychology ,Virtual Reality ,Presence ,Psychology ,Cybersickness ,Social and Behavioral Sciences ,Multisensory Integration ,VR User Experience ,Gravity Perception ,Anti-Gravity Treadmill - Abstract
Virtual Reality (VR) has gained significant popularity since the release of commercial Head-Mounted Displays, with applications ranging from recreation and gaming to training and rehabilitation. Despite advancements in VR technology, implications of VR on cognition and perception have not been fully explored. One outstanding issue which may hamper VR uptake and impair the user experience is Cybersickness, symptoms of motion sickness induced by VR exposure. Cybersickness is believed to arise from conflicts between sensory modalities signalling self-motion (Gallagher & Ferrè, 2018; Rebenitsch & Owen, 2016). For example, when viewing a VR rollercoaster, vision signals that the user is moving in a certain direction with a certain acceleration, while the vestibular system signals that the user is stationary. These visuo-vestibular self-motion conflicts may also cause aftereffects following VR exposure, such as altered vestibular perception and reflexes, and disrupted proprioceptive coordination (Di Girolamo & Pic, 2001; Gallagher et al., 2019, 2020; Harm et al., 2008). While visuo-vestibular self-motion conflicts have been given some attention in the literature, far less attention has been given to conflicts between other senses which signal self-motion, for example proprioception and somatosensation. Moreover, the sensory modalities implicated in self-motion perception are also crucial for the perception of gravity (Jörges & López-Moliner, 2017; Lacquaniti et al., 2015), and it is unclear whether conflicts relating to gravity (such as vision signalling an altered orientation or reduced strength of gravity with respect to true gravity) may also cause cybersickness and VR aftereffects. The aim of our research is to investigate whether reducing visuo-gravitational conflicts can reduce cybersickness and VR aftereffects, as well as improve the overall VR experience. Participants will play an off-the-shelf VR application which visually signals that they are in a Zero-Gravity environment. In the experimental condition (Low-G), visuo-gravitational conflicts will be reduced by supporting the participants’ bodyweight on an Anti-gravity Treadmill (Alter-G) such that the participant feels almost weightless. Accordingly, visual, proprioceptive and somatosensory signals will all indicate that the participant is in a reduced-gravity environment, reducing visuo-gravitational conflicts. In the control condition (Normal-G), participants will stand on the treadmill but they will remain at 100% body weight, creating gravitational conflicts between visual and proprioceptive/somatosensory systems. In both conditions, we will take objective (heart rate, blood pressure, Dennison et al., 2016) and subjective (Kennedy et al., 1993; Keshavarz & Hecht, 2011) measures of cybersickness, while VR aftereffects will be assessed through a psychophysical verticality detection task (Arshad et al., 2023). The user experience will be assessed through measuring immersion (the feeling of engagement by the virtual environment, Jennett et al., 2008) and presence (the feeling of being located within the virtual environment, Witmer & Singer, 1994).
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- 2023
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48. Presence in Virtual Reality: Does Attention Play a Role?
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Dilanchian, Andrew
- Subjects
FOS: Psychology ,Human Factors ,Cognitive Psychology ,Virtual Reality ,Presence ,Psychology ,Social and Behavioral Sciences - Abstract
This study aims to assess how attention to a virtual reality experience influences presence in that experience. Presence is defined as the "sense of being there", and has been shown to be a factor of the success of a variety of VR-based interventions.
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- 2023
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49. Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
- Author
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Lazaros Michailidis, Emili Balaguer-Ballester, and Xun He
- Subjects
flow ,immersion ,presence ,engagement ,video games ,Psychology ,BF1-990 - Abstract
One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude that immersion and flow do not substantially differ in current studies and that more evidence is needed to justify their separation.
- Published
- 2018
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50. Virtual Reality as an Emerging Methodology for Leadership Assessment and Training
- Author
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Mariano Alcañiz, Elena Parra, and Irene Alice Chicchi Giglioli
- Subjects
leadership ,neuroscience ,virtual reality ,presence ,stealth assessment ,Psychology ,BF1-990 - Abstract
In developed countries, companies are now substantially reliant on the skills and abilities of their leaders to tackle a variety of complex issues. There is a growing consensus that leadership development training and assessment methods should adopt more holistic methodologies, including those associated with the emotional and neuroendocrine aspects of learning. Recent research into the assessment of leadership competencies has proposed the use of objective methods and measurements based on neuroscience. One of the challenges to be faced in the development of a performance-based methodology to measure leadership skills is how to generate real-life situations with triggers that allow us to study management competencies under controlled laboratory conditions. A way to address this question is to take advantage of virtual environments to recreate real-life situations that might arise in performance-based assessments. We propose virtual reality (VR) as a very promising tool to observe various leadership related behavioral patterns during dynamic, complex and realistic situations. By seamlessly embedding assessment methods into virtual learning environments, VR can provide objective assessment methods with high ecological validity. VR also holds unlimited opportunities for leadership training providing subjects with intelligent tutoring systems that adapts situations in real time according to the observed behaviors.
- Published
- 2018
- Full Text
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