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Using a preamble to increase presence in digital virtual environments

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Abstract

Immersion in a digital virtual environment (DVE) increases the likelihood that individuals will feel present in the DVE and hence respond as they would in a similar physically grounded environment. Previous research utilizing high-fidelity technology has demonstrated that by starting a virtual experience in a virtual replica of the immediate physical environment, presence is increased. The purpose of this study was to determine whether utilizing such a transitional environment to increase presence could be replicated on a significantly less immersive system—a 2D desktop monitor with mouse and keyboard for navigation. Participants began their DVE experience either in a “preamble” DVE made to look like the surrounding physical laboratory space, or in a novel DVE (i.e., a house). Then, they were given verbal instructions to leave their respective environments and told to go up a set of stairs to explore a museum. Afterward, they reported levels of immersion and presence in the latter DVE. Results demonstrated that entering a target DVE via a familiar “preamble” environment increased perceptions of reality judgment of the virtual experience, perceptions of possibility to act, and levels of presence. These results suggest that incorporating a familiar digital preamble environment as a prelude to the target DVE enables DVE designers and enthusiasts to increase presence without having to invest in more expensive hardware, but it could also augment existing immersive technology. Their efficacy may be because they offer a gradual transition into the virtual world, such that the familiarity eases users into the novel experience.

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Acknowledgements

Research was funded by the Undergraduate Research and Creative Activities Grant #2691 provided by the University of California, Santa Barbara.

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Correspondence to Alexander Smolentsev.

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Smolentsev, A., Cornick, J.E. & Blascovich, J. Using a preamble to increase presence in digital virtual environments. Virtual Reality 21, 153–164 (2017). https://doi.org/10.1007/s10055-017-0305-4

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