Abstract
In this paper we discuss the necessity to preserve the sense of presence in virtual reality (VR). A high sense of presence has proven advantages but is also very fragile to interruptions. We outline scenarios where interaction and communication between persons inside and outside virtual environments are necessary and assess challenges for maintaining the immersed user’s sense of presence in such cases. We also use existing literature to outline an experiment that allows us to try out different methods of collaboration between immersed users and external facilitators in order to discern their effect on presence.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Heeter, C.: Being there: the subjective experience of presence. presence: Teleoperators and Virtual Environments. 1, 262. (1992) https://doi.org/10.1162/pres.1992.1.2.262
Lombard, M., Ditton, T.: At the heart of it all: the concept of presence. J. Comput. Mediat. Commun. 3(2), JCMC321 (1997)
Slater, M.: A note on presence terminology. (2003)
Slater, M., Khanna, P., Mortensen, J., Yu, I.: Visual realism enhances realistic response in an immersive virtual environment. IEEE Comput. Graph. Appl. 29, 76–84 (2009). https://doi.org/10.1109/MCG.2009.55
Diemer, J., Alpers, G. W., Peperkorn, H. M., et al.: The impact of perception and presence on emotional reactions: a review of research in virtual reality. Front. Psychol. 6, (2015)
Bowman, D.A., McMahan, R.P.: Virtual reality: how much immersion is enough? Computer 40, 36–43 (2007). https://doi.org/10.1109/MC.2007.257
Cummings, J.J., Bailenson, J.N.: How immersive is enough? a meta-analysis of the effect of immersive technology on user presence. Media Psychol. 19, 272–309 (2016). https://doi.org/10.1080/15213269.2015.1015740
Slater, M., Steed, A.: A Virtual Presence Counter. Presence 9, 413–434 (2000). https://doi.org/10.1162/105474600566925
Zenner, A., Speicher, M., Klingner, S., et al.: Immersive notification framework: adaptive & plausible notifications in virtual reality. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, pp. 1–6. Association for Computing Machinery, Montreal QC, Canada (2018)
Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77, 1321–1329 (1994)
Cline, E.: Ready Player One, 1st edn. Crown Publishers, New York (2011)
Gugenheimer, J., Stemasov, E., Frommel, J., Rukzio, E.: ShareVR: enabling co-located experiences for virtual reality between HMD and non-HMD users. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI . ACM Press, Denver, Colorado, USA, pp. 4021–4033 (2017)
Lee, J., Kim, M., Kim, J.: RoleVR: Multi-experience in immersive virtual reality between co-located HMD and non-HMD users. J. Multimed. Tools Appl. 79(1-2), 979–1005 (2019). https://doi.org/10.1007/s11042-019-08220-w
Peter, M., Horst, R., Dörner, R.: VR-Guide: A Specific User Role for Asymmetric Virtual Reality Setups in Distributed Virtual Reality Applications (2018)
Slater, M., Lotto, B., Arnold, M.M.: Sánchez-Vives MV (2009) How we experience immersive virtual environments: the concept of presence and its measurement. Anuario de Psicología 40, 193–210 (2009)
Brade, J., Lorenz, M., Busch, M., et al.: Being there again – presence in real and virtual environments and its relation to usability and user experience using a mobile navigation task. Int. J. Human-Comput. Stud. 101, 76–87 (2017). https://doi.org/10.1016/j.ijhcs.2017.01.004
Rebelo, F., Noriega, P., Duarte, E., Soares, M.: Using virtual reality to assess user experience. Hum. Factors 54, 964–982 (2012). https://doi.org/10.1177/0018720812465006
Tiainen, T., Jouppila, T.: Use of virtual environment and virtual prototypes in co-design: the case of hospital design. Computers 8, 44 (2019). https://doi.org/10.3390/computers8020044
Mobach, M.P.: Do virtual worlds create better real worlds? Virtual Reality 12, 163–179 (2008). https://doi.org/10.1007/s10055-008-0081-2
Koller, M., Schäfer, P., Lochner, D., Meixner, G.: Rich interactions in virtual reality exposure therapy: a pilot-study evaluating a system for presentation training. In: 2019 IEEE International Conference on Healthcare Informatics (ICHI) pp. 1–11 (2019)
Ling, Y., Nefs, H.T., Morina, N., et al.: A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders. PLoS ONE 9, e96144 (2014). https://doi.org/10.1371/journal.pone.0096144
Price, M., Anderson, P.: The role of presence in virtual reality exposure therapy. J. Anxiety Disord. 21, 742–751 (2007). https://doi.org/10.1016/j.janxdis.2006.11.002
Botella.: Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review. - PubMed - NCBI. https://www.ncbi.nlm.nih.gov/pubmed/28540594. Accessed 21 Feb 2020
Yee, N., Bailenson, J.: The proteus effect: the effect of transformed self-representation on behavior. Hum. Comm. Res. 33, 271–290 (2007). https://doi.org/10.1111/j.1468-2958.2007.00299.x
Peck, T.C., Seinfeld, S., Aglioti, S.M., Slater, M.: Putting yourself in the skin of a black avatar reduces implicit racial bias. Conscious. Cogn. 22, 779–787 (2013). https://doi.org/10.1016/j.concog.2013.04.016
Slater, M., Antley, A., Davison, A., et al.: A virtual reprise of the stanley milgram obedience experiments. PLoS ONE 1, e39 (2006). https://doi.org/10.1371/journal.pone.0000039
Slater, M.: Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philos. Trans. R. Soc. Lond. B Biol. Sci. 364, 3549–3557 (2009). https://doi.org/10.1098/rstb.2009.0138
Schuemie, M.J., van der Straaten, P., Krijn, M., van der Mast, C.A.: Research on presence in virtual reality: a survey. Cyberpsychol. Behav. 4, 183–201 (2001). https://doi.org/10.1089/109493101300117884
Samana, R., Wallach, H., Safir, M.: The Impact of Personality Traits on the Experience of Presence. pp. 1–7 (2009)
Lessiter, J., Freeman, J., Keogh, E., Davidoff, J.: A cross-media presence questionnaire: the itc-sense of presence inventory. Presence 10, 282–297 (2001). https://doi.org/10.1162/105474601300343612
Liszio, S., Masuch, M.: Designing shared virtual reality gaming experiences in local multi-platform games. In: ICEC (2016)
Riches, S., Elghany, S., Garety, P., et al.: Factors affecting sense of presence in a virtual reality social environment: a qualitative study. Cyberpsychol. Beh. Social Network. 22, 288–292 (2019). https://doi.org/10.1089/cyber.2018.0128
Weech, S., Kenny, S., Barnett-Cowan, M.: Presence and cybersickness in virtual reality are negatively related: a review. Front. Psychol. 10, 158 (2019). https://doi.org/10.3389/fpsyg.2019.00158
IJsselsteijn, W. A., De Ridder, H., Freeman, J., Avons, S. E.: Presence: concept, determinants, and measurement. In: Human Vision and Electronic Imaging V. International Society for Optics and Photonics, pp. 520–529 (2000)
IJsselsteijn, W. A.: Presence in depth. Technische Universiteit Eindhoven (2004)
van Baren, J., IJsselsteijn, W.: Measuring Presence A Guide to Current Measurement Approaches (2004)
Dillon, C., Keogh, E., Freeman, J., Davidoff, J.: Presence: is your heart in it. In: 4th International Workshop on Presence (2001)
Lombard, M., Bolmarcich, T., Weinstein, L.: Measuring Presence: The Temple Presence Inventory (2009)
Slater, M.: How colorful was your day? why questionnaires cannot assess presence in virtual environments. Presence 13, 484–493 (2004). https://doi.org/10.1162/1054746041944849
Usoh, M., Catena, E., Arman, S., Slater, M.: Using presence questionnaires in reality. presence: Teleoperators and Virtual Environments 9, (2000). https://doi.org/10.1162/105474600566989
Schwind, V., Knierim, P., Tasci, C., et al.: “These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality, pp. 1577–1582 (2017)
Schwind, V., Knierim, P., Haas, N., Henze, N.: Using Presence Questionnaires in Virtual Reality (2019)
Schwind, V., Knierim, P., Chuang, L., Henze, N.: “Where’s Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality, pp. 507–515 (2017)
Dahlbäck, N., Jönsson, A., Ahrenberg, L.: Wizard of Oz studies: why and how. In: Proceedings of the 1st International Conference on Intelligent User Interfaces - IUI . ACM Press, Orlando, Florida, United States, pp 193–200 (1993)
Dow, S., Lee, J., Oezbek, C., et al.: Wizard of Oz interfaces for mixed reality applications. CHI Extended Abstracts on Human Factors in Computing Systems, pp. 1339–1342. Association for Computing Machinery, Portland (2005)
Klemmer, S. R., Sinha, A. K., Chen, J., et al.: Suede: a Wizard of Oz prototyping tool for speech user interfaces. In: Proceedings of the 13th Annual ACM Symposium on User Interface Software and Technology. Association for Computing Machinery, San Diego, CA, USA, pp. 1–10 (2000)
Nielsen, J.: Usability Engineering. Morgan Kaufmann Publishers Inc., San Francisco (1993)
Glaser, B.G., Strauss, A.L.: The Discovery Of Grounded Theory: Strategies for Qualitative Research. Aldine de Gruyter, London, UK (1967)
Acknowledgements
We wish to thank the department of Computer Science at Aalto University School of Science for funding this research.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Nieminen, M.P., Kirjonen, M. (2020). Keeping It Real!. In: De Paolis, L., Bourdot, P. (eds) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2020. Lecture Notes in Computer Science(), vol 12242. Springer, Cham. https://doi.org/10.1007/978-3-030-58465-8_4
Download citation
DOI: https://doi.org/10.1007/978-3-030-58465-8_4
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-58464-1
Online ISBN: 978-3-030-58465-8
eBook Packages: Computer ScienceComputer Science (R0)