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Standardizing Objective Measures of Presence in Immersive Virtual Environments

Published: 08 May 2021 Publication History

Abstract

Presence is the feeling of actually being located in a virtual environment, and has been subject to intensive research as long as virtual reality exists. Nowadays, it is commonly evaluated using subjective measures, which most of the time take the form of questionnaires. However, there have been doubts about whether measures of this type are able to truly capture the actual concept behind presence (if it exists, although this is highly likely). While working on my master’s thesis, I found that it is quite difficult in practice to purposefully employ more objective measures into specific experimental designs. This is why I decided to dedicate myself to contributing ways to make this easier for as many scenarios as possible. My current work involves advanced pattern recognition and general methods from digital signal processing to analyze objective, continuous sensory data like eye-tracking and electromyography.

References

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Stéphane Bouchard, G. Robillard, J. St-Jacques, S. Dumoulin, M. J. Patry, and Patrice Renaud. 2004. Reliability and validity of a single-item measure of presence in VR. In Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing. IEEE, Ottawa, Ontario, Canada, 59–61. https://doi.org/10.1109/HAVE.2004.1391882
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Christophe Deniaud, Vincent Honnet, Benoit Jeanne, and Daniel Mestre. 2015. An investigation into physiological responses in driving simulators: An objective measurement of presence. In Science and Information Conference (SAI). IEEE, London, UK, 739–748. https://doi.org/10.1109/SAI.2015.7237225
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Hunter G. Hoffman, Todd Richards, Barbara Coda, Anne Richards, and Sam R. Sharar. 2003. The Illusion of Presence in Immersive Virtual Reality during an fMRI Brain Scan. CyberPsychology and Behavior 6, 2 (2003), 127–131. https://doi.org/10.1089/109493103321640310
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Benny Liebold, Michael Brill, Daniel Pietschmann, Frank Schwab, and Peter Ohler. 2017. Continuous Measurement of Breaks in Presence: Psychophysiology and Orienting Responses. Media Psychology 20, 3 (2017), 477–501. https://doi.org/10.1080/15213269.2016.1206829
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Michael Meehan, Brent Insko, Mary Whitton, and Jr Brooks Frederick P.2002. Physiological Measures of Presence in Stressful Virtual Environments. ACM Transactions on Graphics 21, 3 (July 2002), 645–652. https://doi.org/10.1145/566654.566630
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Stefano Pizzolato, Luca Tagliapietra, Matteo Cognolato, Monica Reggiani, Henning Müller, and Manfredo Atzori. 2017. Comparison of six electromyography acquisition setups on hand movement classification tasks. PLOS ONE 12, 10 (10 2017), 1–17. https://doi.org/10.1371/journal.pone.0186132
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Johannes Schirm, Betty Mohler, and Anne Thaler. 2017. Selbstavatare in virtueller Realität: Automatisierte Validierung von Körperform und Animation mit wenigen Markern. In Virtuelle und Erweiterte Realität(Berichte aus der Informatik). Shaker, Aachen, Germany, 201–202. https://doi.org/10.2370/9783844056068
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Johannes Schirm, Gabriela Tullius, and Jacob Habgood. 2019. Towards an Objective Measure of Presence: Examining Startle Reflexes in a Commercial Virtual Reality Game. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Barcelona, Spain). Association for Computing Machinery, New York, NY, USA, 671–678. https://doi.org/10.1145/3341215.3356263
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Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The Experience of Presence: Factor Analytic Insights. Presence: Teleoperators and Virtual Environments 10, 3(2001), 266–281. https://doi.org/10.1162/105474601300343603
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Richard Skarbez, Frederick P. Brooks, and Mary C. Whitton. 2020. Immersion and Coherence: Research Agenda and Early Results. IEEE Transactions on Visualization and Computer Graphics 1, 1(2020), 1–1. https://doi.org/10.1109/TVCG.2020.2983701
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Mel Slater. 2004. How Colorful Was Your Day? Why Questionnaires Cannot Assess Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments 13, 4(2004), 484–493. https://doi.org/10.1162/1054746041944849
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Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences 364, 1535 (2009), 3549–3557. https://doi.org/10.1098/rstb.2009.0138
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Stefan Thie and Jacoliene van Wijk. 1998. A general theory on presence: Experimental evaluation of social virtual presence in a decision making task. PRESENCE’98 7, 1 (1998), 1–1.
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Bob G. Witmer and Michael J. Singer. 1998. Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence 7, 3 (June 1998), 225–240. https://doi.org/10.1162/105474698565686

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cover image ACM Conferences
CHI EA '21: Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems
May 2021
2965 pages
ISBN:9781450380959
DOI:10.1145/3411763
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Published: 08 May 2021

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Author Tags

  1. behavioral measures
  2. breaks in presence
  3. electromyography
  4. eye tracking
  5. pattern recognition
  6. physiological measures
  7. presence
  8. virtual reality

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