13 research outputs found

    Presence in Visual Mental Imagery

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    ‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them temporally. We believe that a sense of presence could be experienced in such self-evoked reality as well. This paper explores the experience of presence in visual mental imagery. We studied verbal expressions, physical movements and gestures, exhibited during mental imagery experiences in two scenarios - a guiding task and a mental walk exercise. A ‘protocol analysis’ was performed followed by analysis of time taken and mapping of physical movements. The results evidently point to this spatio-temporal phenomenon of experiencing presence. Furthermore, we present a comparative review on the sense of presence experienced during mental imagery and virtual reality.IIT-ParisTech mobility programm

    RĂ©alitĂ© Ă©voquĂ©e, des rĂȘves aux simulations (un cadre conceptuel de la rĂ©alitĂ© au regard de la prĂ©sence)

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    Dans cette recherche, nous prĂ©sentons le concept de RĂ©alitĂ© ÉvoquĂ©e ( Evoked Reality ) afin d'essayer de relier diffĂ©rentes notions entourant la prĂ©sence et la rĂ©alitĂ© au sein d'un cadre commun. Nous introduisons et illustrons le concept en tant que illusion de la rĂ©alitĂ© (RĂ©alitĂ© ÉvoquĂ©e) qui Ă©voque un sentiment de prĂ©sence (PrĂ©sence ÉvoquĂ©e) dans nos esprits. Nous distinguons les concepts de RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e et RĂ©alitĂ© Auto-ÉvoquĂ©e et nous les dĂ©finissons clairement. Le concept de RĂ©alitĂ© ÉvoquĂ©e nous permet d'introduire un modĂšle tripolaire de la rĂ©alitĂ©, qui remet en cause le modĂšle classique des deux pĂŽles. Nous prĂ©sentons Ă©galement un modĂšle graphique appelĂ© Reality-Presence Map (Carte RĂ©alitĂ©-PrĂ©sence) qui nous permet de localiser et d'analyser toutes les expĂ©riences cognitives concernant la prĂ©sence et la rĂ©alitĂ©. Nous explorons Ă©galement les qualia et la subjectivitĂ© de nos expĂ©riences de RĂ©alitĂ© ÉvoquĂ©e. Deux expĂ©riences ont Ă©tĂ© rĂ©alisĂ©es : l'une dans le domaine de la RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e et l'autre dans celui de l'Auto-ÉvoquĂ©e. Les expĂ©riences nous ont permis de valider nos hypothĂšses et de rĂ©aliser que nos recherches empiriques pouvaient encore ĂȘtre poussĂ©es plus loin encore. Enfin, nous illustrons les diffĂ©rentes implications et nous examinons les applications et les utilisations possibles de notre concept, en particulier dans le domaine de la recherche sur la prĂ©sence. En outre, nous proposons d'Ă©tendre la recherche sur la prĂ©sence au-delĂ  du domaine de la rĂ©alitĂ© virtuelle et des moyens de communication et de l'Ă©tudier dans une perspective plus large que celle des sciences cognitives. Nous sommes convaincus que ce concept de RĂ©alitĂ© ÉvoquĂ©e et le modĂšle proposĂ© peuvent avoir des applications significatives dans l'Ă©tude de la prĂ©sence et dans l'exploration des possibilitĂ©s qui dĂ©passent la rĂ©alitĂ© virtuelle.In this research, we introduce the concept of "Evoked Reality" in an attempt to bring together various ideas on presence and reality onto a common platform. The concept we propose and illustrate is in fact an 'illusion of reality' (Evoked Realty) that simply evokes a 'sense of presence' (Evoked Presence) in our minds. We clearly define and differentiate between a Media-Evoked and a Self-Evoked Reality. That helped us introduce the Three Pole Reality Model that redefines the classical Two Pole Reality Model. We also present a graphical model called Reality-Presence Map, which would help us locate and analyse every possible cognitive experience relating to presence and reality. We also explore the qualia and subjectivity of our experiences of Evoked Reality. Two experiments were conducted, one in the area of Media-Evoked Reality and one in Self-Evoked Reality. The experiments in fact lead to fruitful conclusions regarding our hypotheses and help us understand what could be further empirically studied. Ultimately, we illustrate different implications and shed light on prospective applications and uses of our concept, especially in the area of research on presence. In addition, we strongly suggest that we must open up presence research beyond the domain of virtual reality and communication media, and examine it from a broader perspective of cognitive science. We strongly believe that this concept of Evoked Reality and the proposed model may have significant applications in the study of presence, and in exploring the possibilities beyond virtual reality.PARIS-Arts et MĂ©tiers (751132303) / SudocSudocFranceF

    Aesthetiography : The next Milestone in the Confluence of Media

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    Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media

    Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual Reality

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    Influence of interaction fidelity and rendering quality on perceived user experience have been largely explored in Virtual Reality (VR). However, differences in interaction choices triggered by these rendering cues have not yet been explored. We present a study analysing the effect of thermal visual cues and contextual information on 50 participants' approach to grasp and move a virtual mug. This study comprises 3 different temperature cues (baseline empty, hot and cold) and 4 contextual representations; all embedded in a VR scenario. We evaluate 2 different hand representations (abstract and human) to assess grasp metrics. Results show temperature cues influenced grasp location, with the mug handle being predominantly grasped with a smaller grasp aperture for the hot condition, while the body and top were preferred for baseline and cold conditions

    Evoked reality, from dreams to simulationsa : conceptual framework of reality referring to presence

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    Dans cette recherche, nous prĂ©sentons le concept de «RĂ©alitĂ© ÉvoquĂ©e» (« Evoked Reality ») afin d'essayer de relier diffĂ©rentes notions entourant la prĂ©sence et la rĂ©alitĂ© au sein d'un cadre commun. Nous introduisons et illustrons le concept en tant que « illusion de la rĂ©alitĂ© » (RĂ©alitĂ© ÉvoquĂ©e) qui Ă©voque un « sentiment de prĂ©sence » (PrĂ©sence ÉvoquĂ©e) dans nos esprits. Nous distinguons les concepts de « RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e » et « RĂ©alitĂ© Auto-ÉvoquĂ©e » et nous les dĂ©finissons clairement. Le concept de « RĂ©alitĂ© ÉvoquĂ©e » nous permet d'introduire un modĂšle tripolaire de la rĂ©alitĂ©, qui remet en cause le modĂšle classique des deux pĂŽles. Nous prĂ©sentons Ă©galement un modĂšle graphique appelĂ© « Reality-Presence Map » (Carte RĂ©alitĂ©-PrĂ©sence) qui nous permet de localiser et d'analyser toutes les expĂ©riences cognitives concernant la prĂ©sence et la rĂ©alitĂ©. Nous explorons Ă©galement les qualia et la subjectivitĂ© de nos expĂ©riences de RĂ©alitĂ© ÉvoquĂ©e. Deux expĂ©riences ont Ă©tĂ© rĂ©alisĂ©es : l'une dans le domaine de la RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e et l'autre dans celui de l'Auto-ÉvoquĂ©e. Les expĂ©riences nous ont permis de valider nos hypothĂšses et de rĂ©aliser que nos recherches empiriques pouvaient encore ĂȘtre poussĂ©es plus loin encore. Enfin, nous illustrons les diffĂ©rentes implications et nous examinons les applications et les utilisations possibles de notre concept, en particulier dans le domaine de la recherche sur la prĂ©sence. En outre, nous proposons d'Ă©tendre la recherche sur la prĂ©sence au-delĂ  du domaine de la rĂ©alitĂ© virtuelle et des moyens de communication et de l'Ă©tudier dans une perspective plus large que celle des sciences cognitives. Nous sommes convaincus que ce concept de RĂ©alitĂ© ÉvoquĂ©e et le modĂšle proposĂ© peuvent avoir des applications significatives dans l'Ă©tude de la prĂ©sence et dans l'exploration des possibilitĂ©s qui dĂ©passent la rĂ©alitĂ© virtuelle.In this research, we introduce the concept of "Evoked Reality" in an attempt to bring together various ideas on presence and reality onto a common platform. The concept we propose and illustrate is in fact an 'illusion of reality' (Evoked Realty) that simply evokes a 'sense of presence' (Evoked Presence) in our minds. We clearly define and differentiate between a Media-Evoked and a Self-Evoked Reality. That helped us introduce the Three Pole Reality Model that redefines the classical Two Pole Reality Model. We also present a graphical model called Reality-Presence Map, which would help us locate and analyse every possible cognitive experience relating to presence and reality. We also explore the qualia and subjectivity of our experiences of Evoked Reality. Two experiments were conducted, one in the area of Media-Evoked Reality and one in Self-Evoked Reality. The experiments in fact lead to fruitful conclusions regarding our hypotheses and help us understand what could be further empirically studied. Ultimately, we illustrate different implications and shed light on prospective applications and uses of our concept, especially in the area of research on presence. In addition, we strongly suggest that we must open up presence research beyond the domain of virtual reality and communication media, and examine it from a broader perspective of cognitive science. We strongly believe that this concept of Evoked Reality and the proposed model may have significant applications in the study of presence, and in exploring the possibilities beyond virtual reality

    Evoked reality, from dreams to simulationsa : conceptual framework of reality referring to presence

    No full text
    Dans cette recherche, nous prĂ©sentons le concept de «RĂ©alitĂ© ÉvoquĂ©e» (« Evoked Reality ») afin d'essayer de relier diffĂ©rentes notions entourant la prĂ©sence et la rĂ©alitĂ© au sein d'un cadre commun. Nous introduisons et illustrons le concept en tant que « illusion de la rĂ©alitĂ© » (RĂ©alitĂ© ÉvoquĂ©e) qui Ă©voque un « sentiment de prĂ©sence » (PrĂ©sence ÉvoquĂ©e) dans nos esprits. Nous distinguons les concepts de « RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e » et « RĂ©alitĂ© Auto-ÉvoquĂ©e » et nous les dĂ©finissons clairement. Le concept de « RĂ©alitĂ© ÉvoquĂ©e » nous permet d'introduire un modĂšle tripolaire de la rĂ©alitĂ©, qui remet en cause le modĂšle classique des deux pĂŽles. Nous prĂ©sentons Ă©galement un modĂšle graphique appelĂ© « Reality-Presence Map » (Carte RĂ©alitĂ©-PrĂ©sence) qui nous permet de localiser et d'analyser toutes les expĂ©riences cognitives concernant la prĂ©sence et la rĂ©alitĂ©. Nous explorons Ă©galement les qualia et la subjectivitĂ© de nos expĂ©riences de RĂ©alitĂ© ÉvoquĂ©e. Deux expĂ©riences ont Ă©tĂ© rĂ©alisĂ©es : l'une dans le domaine de la RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e et l'autre dans celui de l'Auto-ÉvoquĂ©e. Les expĂ©riences nous ont permis de valider nos hypothĂšses et de rĂ©aliser que nos recherches empiriques pouvaient encore ĂȘtre poussĂ©es plus loin encore. Enfin, nous illustrons les diffĂ©rentes implications et nous examinons les applications et les utilisations possibles de notre concept, en particulier dans le domaine de la recherche sur la prĂ©sence. En outre, nous proposons d'Ă©tendre la recherche sur la prĂ©sence au-delĂ  du domaine de la rĂ©alitĂ© virtuelle et des moyens de communication et de l'Ă©tudier dans une perspective plus large que celle des sciences cognitives. Nous sommes convaincus que ce concept de RĂ©alitĂ© ÉvoquĂ©e et le modĂšle proposĂ© peuvent avoir des applications significatives dans l'Ă©tude de la prĂ©sence et dans l'exploration des possibilitĂ©s qui dĂ©passent la rĂ©alitĂ© virtuelle.In this research, we introduce the concept of "Evoked Reality" in an attempt to bring together various ideas on presence and reality onto a common platform. The concept we propose and illustrate is in fact an 'illusion of reality' (Evoked Realty) that simply evokes a 'sense of presence' (Evoked Presence) in our minds. We clearly define and differentiate between a Media-Evoked and a Self-Evoked Reality. That helped us introduce the Three Pole Reality Model that redefines the classical Two Pole Reality Model. We also present a graphical model called Reality-Presence Map, which would help us locate and analyse every possible cognitive experience relating to presence and reality. We also explore the qualia and subjectivity of our experiences of Evoked Reality. Two experiments were conducted, one in the area of Media-Evoked Reality and one in Self-Evoked Reality. The experiments in fact lead to fruitful conclusions regarding our hypotheses and help us understand what could be further empirically studied. Ultimately, we illustrate different implications and shed light on prospective applications and uses of our concept, especially in the area of research on presence. In addition, we strongly suggest that we must open up presence research beyond the domain of virtual reality and communication media, and examine it from a broader perspective of cognitive science. We strongly believe that this concept of Evoked Reality and the proposed model may have significant applications in the study of presence, and in exploring the possibilities beyond virtual reality

    RĂ©alitĂ© Ă©voquĂ©e, des rĂȘves aux simulations : un cadre conceptuel de la rĂ©alitĂ© au regard de la prĂ©sence

    No full text
    In this research, we introduce the concept of "Evoked Reality" in an attempt to bring together various ideas on presence and reality onto a common platform. The concept we propose and illustrate is in fact an 'illusion of reality' (Evoked Realty) that simply evokes a 'sense of presence' (Evoked Presence) in our minds. We clearly define and differentiate between a Media-Evoked and a Self-Evoked Reality. That helped us introduce the Three Pole Reality Model that redefines the classical Two Pole Reality Model. We also present a graphical model called Reality-Presence Map, which would help us locate and analyse every possible cognitive experience relating to presence and reality. We also explore the qualia and subjectivity of our experiences of Evoked Reality. Two experiments were conducted, one in the area of Media-Evoked Reality and one in Self-Evoked Reality. The experiments in fact lead to fruitful conclusions regarding our hypotheses and help us understand what could be further empirically studied. Ultimately, we illustrate different implications and shed light on prospective applications and uses of our concept, especially in the area of research on presence. In addition, we strongly suggest that we must open up presence research beyond the domain of virtual reality and communication media, and examine it from a broader perspective of cognitive science. We strongly believe that this concept of Evoked Reality and the proposed model may have significant applications in the study of presence, and in exploring the possibilities beyond virtual reality.Dans cette recherche, nous prĂ©sentons le concept de «RĂ©alitĂ© ÉvoquĂ©e» (« Evoked Reality ») afin d'essayer de relier diffĂ©rentes notions entourant la prĂ©sence et la rĂ©alitĂ© au sein d'un cadre commun. Nous introduisons et illustrons le concept en tant que « illusion de la rĂ©alitĂ© » (RĂ©alitĂ© ÉvoquĂ©e) qui Ă©voque un « sentiment de prĂ©sence » (PrĂ©sence ÉvoquĂ©e) dans nos esprits. Nous distinguons les concepts de « RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e » et « RĂ©alitĂ© Auto-ÉvoquĂ©e » et nous les dĂ©finissons clairement. Le concept de « RĂ©alitĂ© ÉvoquĂ©e » nous permet d'introduire un modĂšle tripolaire de la rĂ©alitĂ©, qui remet en cause le modĂšle classique des deux pĂŽles. Nous prĂ©sentons Ă©galement un modĂšle graphique appelĂ© « Reality-Presence Map » (Carte RĂ©alitĂ©-PrĂ©sence) qui nous permet de localiser et d'analyser toutes les expĂ©riences cognitives concernant la prĂ©sence et la rĂ©alitĂ©. Nous explorons Ă©galement les qualia et la subjectivitĂ© de nos expĂ©riences de RĂ©alitĂ© ÉvoquĂ©e. Deux expĂ©riences ont Ă©tĂ© rĂ©alisĂ©es : l'une dans le domaine de la RĂ©alitĂ© MĂ©dia-ÉvoquĂ©e et l'autre dans celui de l'Auto-ÉvoquĂ©e. Les expĂ©riences nous ont permis de valider nos hypothĂšses et de rĂ©aliser que nos recherches empiriques pouvaient encore ĂȘtre poussĂ©es plus loin encore. Enfin, nous illustrons les diffĂ©rentes implications et nous examinons les applications et les utilisations possibles de notre concept, en particulier dans le domaine de la recherche sur la prĂ©sence. En outre, nous proposons d'Ă©tendre la recherche sur la prĂ©sence au-delĂ  du domaine de la rĂ©alitĂ© virtuelle et des moyens de communication et de l'Ă©tudier dans une perspective plus large que celle des sciences cognitives. Nous sommes convaincus que ce concept de RĂ©alitĂ© ÉvoquĂ©e et le modĂšle proposĂ© peuvent avoir des applications significatives dans l'Ă©tude de la prĂ©sence et dans l'exploration des possibilitĂ©s qui dĂ©passent la rĂ©alitĂ© virtuelle

    Aesthetiography : The next Milestone in the Confluence of Media

    Get PDF
    Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media.Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media

    Aesthetiography : The next Milestone in the Confluence of Media

    No full text
    Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media.Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one could experience - a perfect Simulated Reality. Over the years the forms of media have been evolving and improving in order to create stronger perceptual as well as psychological illusions. Today virtual reality and associated technologies help evoke illusion of reality strong enough to make one believe to be entirely immersed and present in an artificial world. Observing these developments, we believe that the distinct goal of tomorrow’s media would be to create a perfect experience of perceptual illusion with the help of multisensory mediation. In this pursuit of an ultimate representational media, different media technologies will converge. This meeting point of cinema, virtual reality and associated new-media technologies in the near future, is what we would like to refer to as ‘Aesthetiography’ - the art and science of capturing (or creating) and reproducing an absolute perceptual experience. We propose that it would be the next milestone in the confluence of media

    Presence in Visual Mental Imagery

    Get PDF
    ‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them temporally. We believe that a sense of presence could be experienced in such self-evoked reality as well. This paper explores the experience of presence in visual mental imagery. We studied verbal expressions, physical movements and gestures, exhibited during mental imagery experiences in two scenarios - a guiding task and a mental walk exercise. A ‘protocol analysis’ was performed followed by analysis of time taken and mapping of physical movements. The results evidently point to this spatio-temporal phenomenon of experiencing presence. Furthermore, we present a comparative review on the sense of presence experienced during mental imagery and virtual reality.International audience‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them temporally. We believe that a sense of presence could be experienced in such self-evoked reality as well. This paper explores the experience of presence in visual mental imagery. We studied verbal expressions, physical movements and gestures, exhibited during mental imagery experiences in two scenarios - a guiding task and a mental walk exercise. A ‘protocol analysis’ was performed followed by analysis of time taken and mapping of physical movements. The results evidently point to this spatio-temporal phenomenon of experiencing presence. Furthermore, we present a comparative review on the sense of presence experienced during mental imagery and virtual reality
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