Title: Sense of Presence in Virtual Reality
1Sense of Presence in Virtual Reality
2Presence
- Sense of being physically present in a computer
generated or remote environment (Sheridan,
1992).
3Immersion
- Physically immerse the participant in a
computer-generated space. - Provide computer-generated sensation to one or
more of the human senses.
Visual Auditory Olfactory Haptic Taste
4Cued Gestalt
- We enter the virtual environment carrying the
baggage of our beliefs, experiences, fears and
expectations. - UVA (Pausch) Star Wars example
- Poor VR, no back story
- Poor VR, w/ back story much better
- What we bring to the VE is as important as what
we find there.
5Virtual Elevator
6Approximation
Being better than reality may be an option!
Recreating reality is not an option.
7What creates a virtual experience?
Approximation
Cued Gestalt
Sense of Presence
8Sense of Presence
- The perception of being in a particular space or
place.
- Attention
- Physical or emotional reactions to events in the
space. - Memories of events in the space.
9Sense of Presence exists in spite of
- Cartoon environments
- Missing or incorrect sensory information
- Sensors that poorly match human capabilities
- Wires, gadgets and gizmos that the user must wear
10Open Questions
- Is there a definition of presence that is
sufficiently operational and quantitative to be
useful? - What are the factors that create a sense of
presence? - Are there subjective and objective measures that
can quantify presence?
11Open Questions (cont.)
- Are there applications for which a sense of
presence actually improves operator performance? - Are there applications for which presence is a
necessary ingredient? If so, how are these
applications different from applications for
which a more traditional display system is just
as effective?
12Sheridan (1992)
Sensory Information
- Three measurable physical variables that
determine presence - extent of sensory information
- control of sensors relative to environment
- ability to modify physical environment.
Ability to Modify Environment
Control of Sensors
13Zeltzers AIP Cube
- Autonomy - Ability to react to events and
stimuli. - Interaction - Degree of access to the parameters
or variables of an object - Presence - Number and fidelity of the sensory
input and output channels
VR
Autonomy
Presence
Interaction
14How to measure Presence?
- Subjective measures
- Psychophysical measures
- Objective measures
15Subjective measures
To what extent did you experience a sense of
being really there inside the virtual
environment? A little A lot 1 2 3 4 5 6 7
How realistic was your interaction with the
virtual objects? A little A
lot 1 2 3 4 5 6 7
16Common Presence Questionnaires
- Witmer and Singer
- 30 questions
- Steed Usoh Slater
- 7 questions Likert scaled
- Neither are all that good, SUS slightly more
consistent - Should be used to compare similar environments,
not vastly different ones (like reality vs. HMD)
17Psychophysical measures
- Generally, psychophysical techniques are used to
relate the physical magnitude of a stimulus with
the observers subjective rating of the stimulus
magnitude. - Example R f(S) where R is 1-7 feeling of
being present and S is a screen resolution or
lag time.
18Objective measures
- Physiological measures
- Performance measures
19Physiological measures
- Just as humans experience changes in
physiological parameters in response to novel or
unusual stimuli in the real world, given
sufficiently realistic stimuli in a virtual
environment, the human should experience similar
physiological changes. - Cardiovascular, Respiratory,
- Nervous, Sensory,
- Blood Chemistry
20Wiederhold with Fear of Flying Patients in VR
Physiological measures Not Anxious
Anxious
Subjective Measures Not Anxious Anxious
21Performance measures
- Behavior
- Suspension of belief
- Ducking
- Socially conditioned reactions
22Example VE
- Design an experiment to test sense of presence
- Subjective
- SUS/WS after
- Behavioral
- cross chasm
- small steps
- curl toes
- Physiological
- heart rate
23What increases presence?
- High quality visuals
- Low latency
- Head tracking
- Field of view
- Multiple senses
- Audio
- Haptics (passive if nothing else)
- Interactivity
- Avatar
24What decreases presence?
- High latency
- Poor interactivity
- Disjoint Senses
- what you expect
- what you experience
- No Avatar
- Disembodied voice
- Cables
- Audio (people, lab, etc.)
- Called breaks in presence
25What seems to be true?
- A person's experience of a situation in a virtual
environment may evoke the same reactions and
emotions as the experience of a similar
real-world situation. This may be true even when
the virtual environment does not accurately or
completely represent the real-world situation.
26What seems to be true? (cont.)
- Each person brings their own Gestalt into a
virtual reality experience.
27What seems to be true? (cont.)
- A primary difference between the experience of an
event in a virtual environment and the experience
of the same event in a real environment is in the
intensity or vigor of the experience.
28What seems to be true? (cont.)
- A person's perceptions of real-world situations
and behavior in the real-world may be modified
based on his experiences within a virtual world.
29What seems to be true? (cont.)
- Virtual reality is consequence-poor relative to
reality.
30Presence?
Fidelity and attention to Sensory Channels
Gestalt
Consequences of Actions
31Why is this important?
- Entertainment
- Training
- Education
- Therapy
- Pain control
- Rehabilitation
32Groups studying presence
- Mel Slater University College London
- Effective Virtual Environments UNC