6 research outputs found

    An Analysis of Eye Scanpath Entropy in a Progressively Forming Virtual Environment

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    A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence

    Measuring presence: Hypothetical quantitative framework

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    Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers\u27 investigation of the phenomenon of `presence\u27 is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don\u27t comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed in a physical and Virtual Environment (VE). Therefore, the lack of deviation from baseline measurement observed in a physical environment should be a manifestation of a high level of presence. We have argued theoretical grounds for the development of quantitative methodologies for measuring presence in VE. However, our hypothesis can be applicable to other contexts, such as presence in physical but remote location, augmented reality, and even a physical environment. We argue that the concept of presence requires further research and development and that the definition of presence should be addressed first. Presence is discussed in the context of brain function theory [2]. Three hypothetical experiments are proposed and described. The first experiment is designed to evaluate capacity of the medium for inducing presence. The second experiment evaluates factors loading on presence, through physiological deviations from baseline observed during controlled regression in quality of the VE properties. The third experiment is designed to evaluate brain function theory hypothesis in relation to Virtual Environments. Possible experiment results and their interpretation is discussed along benefits of adopting Open Science methodology in our research community

    An Analysis of Eye Scanpath Entropy in a Progressively Forming Virtual Environment

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    A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence

    Influence of Exterior Design Attributes on Consumer Preference for Electric Vehicles

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    What is the relationship between a product's design and acceptance of the product? We examine consumer preferences relative to the fast changing automotive industry to understand how the various physical design elements of new car models, including electric vehicles, influence consumer vehicle preference. This research explores product design perceptions and aims to understand specific attributes of the visual form that underlie consumer interpretations of products. Eye tracking methods and measurements were employed to empirically examine if attention can predict consumer judgements and behavioral outcomes. Study 1 investigated consumer level a priori variables--including prototypicality, processing fluency, and information entropy--which were hypothesized to influence consumer aesthetic liking. In Study 2, car-level attributes were specifically looked at to see if the same variables relative to a cars design influenced annual car sales. Variables in these studies were measured with both conventional eye tracking measurements and newly established composite metrics to analyze the scan paths of participants and understand how the visual entropy of an object influences consumer preferences. Findings reveal the importance of the grille as a feature that consumers rely on to recognize and make judgements about a vehicle's design. This study also confirms Mandler's hypothesis (1989) that a moderate level of prototypicality is preferred by consumers when evaluating vehicles, suggesting that a vehicle's design elements should be moderately unique so that they are memorable, while also consistent relative to the product category's typicality to alleviate confusion. The research findings are relevant to both designers and marketing executives as they attempt to align new model designs with the expectations of consumers while also trying to stand out amongst competitors in a saturated market. Understanding which design features consumers use to make evaluations during the purchasing process is an important first step before launching a new vehicle model to the market. The measures and methods in this study offer useful measures for marketing and design practitioners if design enhancement is of interest
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