75 research outputs found
Presence and task performance:an approach in the light of cognitive style
The paper highlights the relationship between each of four bi-polar dimensions of personality cognitive style, such as extraversionâintroversion, sensingâintuition, thinkingâfeeling and judgingâperceiving, and the level of sense of presence experienced. Findings indicate that individuals who are more sensitive, more feeling or more introverted experience a higher level of presence. While not reaching statistical significance, differing cognitive styles appear to impact on task performance. The apparent negative relationship discovered between sense of presence and task performance should be considered in the light of task characteristics. We discuss the implications of these findings and how they contribute to an understanding of the complex relationship that exists between presence and task performance and how this subsequently ought to influence the design of virtual environments
From presence to consciousness through virtual reality
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
Narrative Engagement and the Role of Presence
Presence as a phenomenon has been studied for over 20 years with an identifiable progression as to how the field has matured. Initial research explored the physical nature of what conditions were necessary to produce presence focusing on the physical representations of the experience such as vividness and interactivity. This soon segued into more of an exploration into the psychological understanding of what is to experience presence focusing more on the actual âbeing thereâ phenomenon experienced by people as they engaged in a CM event. However as our understanding of presence has matured the focus has turned to exploring the application of presence to different situations
Measuring presence: Hypothetical quantitative framework
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
The Plausibility of a String Quartet Performance in Virtual Reality
We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a
virtual environment that depicts the performance of a string quartet. âPlausibilityâ refers to the component of presence that is the
illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians
ignored the participant, the musicians sometimes looked towards and followed the participantâs movements), Sound Spatialization
(Mono, Stereo, Spatial), Auralization (no sound reflections, reflections corresponding to a room larger than the one perceived,
reflections that exactly matched the virtual room), and Environment (no sound from outside of the room, birdsong and wind
corresponding to the outside scene). We adopted the methodology based on color matching theory, where 20 participants were first
able to assess their feeling of plausibility in the environment with each of the four features at their highest setting. Then five times
participants started from a low setting on all features and were able to make transitions from one system configuration to another until
they matched their original feeling of plausibility. From these transitions a Markov transition matrix was constructed, and also
probabilities of a match conditional on feature configuration. The results show that Environment and Gaze were individually the most
important factors influencing the level of plausibility. The highest probability transitions were to improve Environment and Gaze, and
then Auralization and Spatialization. We present this work as both a contribution to the methodology of assessing presence without
questionnaires, and showing how various aspects of a musical performance can influence plausibility
The visual, the auditory and the haptic â A user study on combining modalities in virtual worlds
Fröhlich J, Wachsmuth I. The visual, the auditory and the haptic â A user study on combining modalities in virtual worlds. In: Shumaker R, ed. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Lecture Notes in Computer Science. Vol 8021. Berlin, Heidelberg: Springer Berlin Heidelberg; 2013: 159-168.In order to make a step further towards understanding the impact of multi-modal stimuli in Virtual Reality we conducted a user study with 80 participants performing tasks in a virtual pit environment. Participants were divided into four groups, each presented a different combination of multi-sensory stimuli. Those included real-time 3D graphics, audio stimuli (ambient, static and event sounds), and haptics consisting of wind and tactile feedback when touching objects. A presence questionnaire was used to evaluate subjectively reported presence on the one hand, and on the other physiological sensors were used to measure heart rate and skin conductance as an objective measure. Results strongly indicate that an increase of modalities does not automatically result in an increase of presence
Assistive Social Robots for People with Special needs
An increasing number of elderly people leads todemand for social robots to support health care and independentlife. An overview of various potential applications of social robotsis provided in this paper. In addition, the latest research progressin our institute is presented, i.e., multi-party interaction, gesturerecognition, affective computing, and attention capture. All theresearch and applications demonstrate that social robots are goodassistive robots for people with special needs
BlockChain Technology and the Future of Video Games, Is Presence still Relevant?
BlockChain technology has grown exponentially over the last several decades. Early on, cryptocurrency presented a substitute for hard currency as a way to purchase goods and services. Recently, cryptocurrency has entered the video game world. How cryptocurrency, which has value outside of a video game, may impact the virtual reality world, is an open question. Presence, or the state of being in an environment, will be affected by the ability to escape within video games as cryptocurrencies are used. As video games often provide a place to escape the real world, bringing the real world into the game may have negative impacts. On the other hand, cryptocurrency brings with it another dimension. Video games are more and more realistic and including currency that has value in and outside of the game increases the realistic nature of the game. The way in which the inclusion of cryptocurrencies is marketed will have an important effect on the trajectory it takes. The blurred lines between reality and virtual will only continue to grow, and the effect on video games remain unclear
- âŠ