205 research outputs found

    The responses of people to virtual humans in an immersive virtual environment

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    This paper presents an experiment investigating the impact of behavior and responsiveness on social responses to virtual humans in an immersive virtual environment (IVE). A number of responses are investigated, including presence, copresence, and two physiological responses—heart rate and electrodermal activity (EDA). Our findings suggest that increasing agents’ responsiveness even on a simple level can have a significant impact on certain aspects of people’s social responses to humanoid agents. Despite being aware that the agents were computer-generated, participants with higher levels of social anxiety were significantly more likely to avoid “disturbing” them. This suggests that on some level people can respond to virtual humans as social actors even in the absence of complex interaction. Responses appear to be shaped both by the agents’ behaviors and by people’s expectations of the technology. Participants experienced a significantly higher sense of personal contact when the agents were visually responsive to them, as opposed to static or simply moving. However, this effect diminished with experienced computer users. Our preliminary analysis of objective heart-rate data reveals an identical pattern of responses

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    User Experience Evaluation in BCI:Mind the Gap!

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    Generally brain-computer interface (BCI) systems are evaluated based on the assumption that the user is trying to perform a specific task in the most efficient way. BCI for entertainment yields interesting applications for both patients and healthy users. Then the purpose is to create positive experiences that enrich our lives. To evaluate such systems, the user experience needs to be taken into account to understand how a system can satisfy these needs. This paper points at the gap in user experience evaluation currently in BCI research, and shows how user experience evaluation could benefit BCI, through increased user acceptance, enjoyment, BCI task performance, enhanced human-computer interaction, and improved selection of suitable mental tasks in a given context

    An interoceptive predictive coding model of conscious presence

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    We describe a theoretical model of the neurocognitive mechanisms underlying conscious presence and its disturbances. The model is based on interoceptive prediction error and is informed by predictive models of agency, general models of hierarchical predictive coding and dopaminergic signaling in cortex, the role of the anterior insular cortex (AIC) in interoception and emotion, and cognitive neuroscience evidence from studies of virtual reality and of psychiatric disorders of presence, specifically depersonalization/derealization disorder. The model associates presence with successful suppression by top-down predictions of informative interoceptive signals evoked by autonomic control signals and, indirectly, by visceral responses to afferent sensory signals. The model connects presence to agency by allowing that predicted interoceptive signals will depend on whether afferent sensory signals are determined, by a parallel predictive-coding mechanism, to be self-generated or externally caused. Anatomically, we identify the AIC as the likely locus of key neural comparator mechanisms. Our model integrates a broad range of previously disparate evidence, makes predictions for conjoint manipulations of agency and presence, offers a new view of emotion as interoceptive inference, and represents a step toward a mechanistic account of a fundamental phenomenological property of consciousness

    Automating the detection of breaks in continuous user experience with computer games

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    This paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of user-player behavior represented as a data schema that we have termed “immersidata”. Analysis of data from a study of an educational computer game that we are developing shows that this approach is an effective way to pinpoint potential usability or design problems occurring in unfolding situational and episodic events that can interrupt or break user experience. As well as informing redesign, a key advantage of this cost-effective approach is that it considerably reduces the time evaluators spend analyzing hours of videoed study material. Categories & Subject Descriptors

    Different Individual’s Impact on Learning Performance in Virtual Reality

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    Motivation This study cooperated with National Palace Museum and the aim is to determinate the difference between various personal characteristics on learning performance in virtual reality (VR), to find out what kind of personality can have a better impact on performance and also want to raise people’s interests in learning by using virtual reality. According to the current application on VR, it has been widely utilized in surgery simulation, aircraft simulation training and as we can see now, VR is getting more and more popular in gaming filed. Also, there already have many studies discussed about the VR, for example, many studies ([1]Witmer & Singer, 1998; [2]Steuer, 1992; [3] Rafaeli , 1988) discussed the factors which may influence user’s experience in virtual environment and also there already have been lots of literatures ([4] Heeter, 1992; [5] Sanchez-Vives & Slater., 2005;[1] Witmer & Singer, 1998) talked over the indicator which can measure user’s experience, the indicator we call it ‘presence’ and will talk about it later. In addition, there has another literatures proposed another indicator to measure user’s experience, it’s called ‘engagement’. In this study we will talk about them and use them to measure how much subjects involve in the virtual environment. But as we can see now, there are not so much application on educational field in VR. Otherwise, most of the literatures talked about what kind of usage in technology can have better presence to user or what kind of presence user would have when they experienced VR, also as we mentioned above, the application of VR in surgery simulation or aircraft stimulation training etc. With the chance if cooperating with the National Palace Museum, it’s a good opportunity to do a research on it, National Palace Museum provide virtual reality equipment and the educational content to us, we dedicated to find out the different individual’s impact on the usage of VR and also explore what kind of channels can have better presence or engagement to users and find the suitable content usage in different channel. After all, our aim is to let the application of VR can have more possibility in different field such as education and make people have more interests in learning the history of antiquities by using the virtual reality equipment which is supplied by National Palace Museum

    On the Use of Presence Measurements to Evaluate Computer Games

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