Abstract
Presence, defined as the “sense of being there”, is suggested to be the main facilitator of success in immersive virtual reality (IVR) interventions. While system factors (e.g., refresh rate, resolution, degrees of freedom) have been at the forefront of IVR and presence research, less attention is paid to how individual behaviors in an IVR experience may affect the degree of presence achievable. These differences in behavior may influence users’ experience, independent of the IVR hardware or software. With that, this study investigated if a user’s motion in an IVR experience, specifically user-initiated motion (UIM), could predict their self-reported presence scores. Eighty younger adults (22 male, 57 female, 1 non-binary) completed a 10-min IVR experience in Vesper Peak on the HTC Vive where they were asked to explore the environment. Motion data were collected via the pyopenvr package in which telemetry data of the headset were recorded. UIM was then calculated by first calculating the distance between two of these data points and then averaging the distance across each pair of points for the entire dataset. Presence was collected via the IGroup Presence Questionnaire (Cronbach’s α = 0.87). 5 participants’ data were removed due to corruption. A regression model was used to analyze UIM and presence scores. The overall model was significant (R2 = 0.147, RSE = 5.561, F(1,73) = 12.61, p < 0.001), demonstrating that UIM could significantly predict presence. These results suggest that a user’s behavior may influence feelings of presence.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Baker, S., et al.: Evaluating the use of interactive virtual reality technology with older adults living in residential aged care. Inf. Process. Manage. 57(3), 102105 (2020)
Benham, S., Kang, M., Grampurohit, N.: Immersive virtual reality for the management of pain in community-dwelling older adults. OTJR: Occup. Participation Health 39(2), 90–96 (2019)
Chow, H., Hon, J., Chua, W., Chuan, A.: Effect of virtual reality therapy in reducing pain and anxiety for cancer-related medical procedures: a systematic narrative review. J. Pain Symptom Manage. 61(2), 384–394 (2021)
Dermody, G., Whitehead, L., Wilson, G., Glass, C.: The role of virtual reality in improving health outcomes for community-dwelling older adults: systematic review. J. Med. Internet Res. 22(6), e17331 (2020)
Diemer, J., Alpers, G.W., Peperkorn, H.M., Shiban, Y., Mühlberger, A.: The impact of perception and presence on emotional reactions: a review of research in virtual reality. Front. Psychol. 6, 26 (2015)
Dilanchian, A.T., Andringa, R., Boot, W.R.: A pilot study exploring age differences in presence, workload, and cybersickness in the experience of immersive virtual reality environments. Front. Virtual Reality 2, 736793 (2021)
Freeman, D., et al.: Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychol. Med. 47(14), 2393–2400 (2017)
Geraets, C.N., Van der Stouwe, E.C., Pot-Kolder, R., Veling, W.: Advances in immersive virtual reality interventions for mental disorders: a new reality? Curr. Opin. Psychol. 41, 40–45 (2021)
Grassini, S., Laumann, K., Rasmussen Skogstad, M.: The use of virtual reality alone does not promote training performance (but sense of presence does). Front. Psychol. 11, 1743 (2020)
Gromer, D., Reinke, M., Christner, I., Pauli, P.: Causal interactive links between presence and fear in virtual reality height exposure. Front. Psychol. 10, 141 (2019)
Hvass, J., Larsen, O., Vendelbo, K., Nilsson, N., Nordahl, R., Serafin, S.: Visual realism and presence in a virtual reality game. In: 2017 3DTV Conference: The True Vision-Capture, Transmission and Display of 3D Video (3DTV-CON), pp. 1–4. IEEE (2017)
Kalantari, S., et al.: Using immersive virtual reality to enhance social interaction among older adults: a multi-site study. arXiv preprint arXiv:2210.04954 (2022)
Kennedy, R.S., Lane, N.E., Berbaum, K.S., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993)
Kreimeier, J., et al.: Evaluation of different types of haptic feedback influencing the task-based presence and performance in virtual reality. In: Proceedings of the 12th ACM International Conference on Pervasive Technologies Related to Assistive Environments, pp. 289–298 (2019)
Melo, M., et al.: Immersive multisensory virtual reality technologies for virtual tourism: a study of the user’s sense of presence, satisfaction, emotions, and attitudes. Multimedia Syst. 28(3), 1027–1037 (2022). https://doi.org/10.1007/s00530-022-00898-7
Neri, S.G., et al.: Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis. Clin. Rehabi. 31(10), 1292–1304 (2017)
Newman, M.A.R.K., Gatersleben, B., Wyles, K.J., Ratcliffe, E.: The use of virtual reality in environment experiences and the importance of realism. J. Environ. Psychol. 79, 101733 (2022)
Pacheco, T.B.F., de Medeiros, C.S.P., de Oliveira, V.H.B., Vieira, E.R., De Cavalcanti, F.A.C.: Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis. Syst. Rev. 9, 1–14 (2020). https://doi.org/10.1186/s13643-020-01421-7
Pallavicini, F., Pepe, A.: Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: within-subjects pilot study. JMIR Serious Games 8(2), e15635 (2020)
Pittara, M., Matsangidou, M., Stylianides, K., Petkov, N., Pattichis, C.S.: Virtual reality for pain management in cancer: a comprehensive review. IEEE Access 8, 225475–225489 (2020)
Riches, S., Elghany, S., Garety, P., Rus-Calafell, M., Valmaggia, L.: Factors affecting sense of presence in a virtual reality social environment: a qualitative study. Cyberpsychol. Behav. Soc. Netw. 22(4), 288–292 (2019)
Schubert, T.W.: The sense of presence in virtual environments: a three-component scale measuring spatial presence, involvement, and realness. Z. für Medienpsychologie 15(2), 69–71 (2003)
Schubert, T., Friedmann, F., Regenbrecht, H.: The experience of presence: factor analytic insights. Presence: Teleoper. Virtual Environ. 10(3), 266–281 (2001)
Thach, K.S., Lederman, R., Waycott, J.: How older adults respond to the use of virtual reality for enrichment: a systematic review. In: Proceedings of the 32nd Australian Conference on Human-Computer Interaction, pp. 303–313 (2020)
Weech, S., Kenny, S., Barnett-Cowan, M.: Presence and cybersickness in virtual reality are negatively related: a review. Front. Psychol. 10, 158 (2019)
Wu, T.L., Gomes, A., Fernandes, K., Wang, D.: The effect of head tracking on the degree of presence in virtual reality. Int. J. Human-Comput. Interact. 35(17), 1569–1577 (2019)
Yang, S., Zhang, W.: Presence and flow in the context of virtual reality storytelling: what influences enjoyment in virtual environments? Cyberpsychol. Behav. Soc. Netw. 25(2), 101–109 (2022)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Dilanchian, A., Prevratil, M., Boot, W.R. (2023). Motion as a Determinant of Presence in Immersive Virtual Reality. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2023 Posters. HCII 2023. Communications in Computer and Information Science, vol 1836. Springer, Cham. https://doi.org/10.1007/978-3-031-36004-6_23
Download citation
DOI: https://doi.org/10.1007/978-3-031-36004-6_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-36003-9
Online ISBN: 978-3-031-36004-6
eBook Packages: Computer ScienceComputer Science (R0)