scholarly journals I walk, therefore I am: a multidimensional study on the influence of the locomotion method upon presence in virtual reality

2020 ◽  
Vol 7 (5) ◽  
pp. 577-590
Author(s):  
José L Soler-Domínguez ◽  
Carla de Juan ◽  
Manuel Contero ◽  
Mariano Alcañiz

Abstract A defining virtual reality (VR) metric is the sense of presence, a complex, multidimensional psychophysical construct that represents how intense is the sensation of actually being there, inside the virtual environment (VE), forgetting how technology mediates the experience. Our paper explores how locomotion influences presence, studying two different ways of artificial movement along the VE: walking-in-place (through head bobbing detection) and indirect walking (through touchpad). To evaluate that influence, a narrative-neutral maze was created, from where 41 participants (N=41) had to escape. Measuring presence is a controversial topic since there is not a single, objective measure but a wide range of metrics depending on the different theoretical basis. For this reason, we have used for the first time, representative metrics from all three traditional dimensions of presence: subjective presence (SP) (self-reported through questionnaires), behavioral presence (BP) (obtained from unconscious reactions while inside the VE), and physiological presence (PP) [usually measured using heart rate or electrodermal activity (EDA)]. SP was measured with the ITC-SOPI questionnaire, BP by collecting the participants’ reactions, and PP by using a bracelet that registered EDA. The results show two main findings: (i) There is no correlation between the different presence metrics. This opens the door to a simpler way of measuring presence in an objective, reliable way. (ii) There is no significant difference between the two locomotion techniques for any of the three metrics, which shows that the authenticity of VR does not rely on how you move within the VE.

Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1470
Author(s):  
Naoya Isoyama ◽  
Tsutomu Terada ◽  
Masahiko Tsukamoto

In virtual reality (VR) tourism, when watching a video of a tourist location, the feeling of presence improves the experience. Furthermore, it is desirable to be able to give a feeling of having been there before to the users visiting the site afterward. In this study, we aimed to reveal the factors that provide these feelings. We hypothesized that one of the factors is the perception of self-motion. Therefore, we proposed a method wherein the users were induced to turn their heads to the left and right when watching the video of a tourist site via a VR head-mounted display. We conducted two experiments and found that the proposed method conveyed the greatest sense of presence. On the other hand, there was no significant difference in giving the feeling of having been there between the proposed method and watching the video of the site on a PC.


2020 ◽  
Vol 32 (4) ◽  
pp. 176-186 ◽  
Author(s):  
Christoph Rockstroh ◽  
Johannes Blum ◽  
Anja S. Göritz

Abstract. This study explored the effects of combining virtual reality (VR) and biofeedback on the restorativeness of the created experience as judged by the user and the user’s sense of presence. In a between-subjects experiment, we disentangled the effects of display type (VR vs. computer screen) and biofeedback (electrodermal activity biofeedback vs. no biofeedback) in the context of immersive simulated relaxation environments. After a stress induction, 94 healthy participants were randomly assigned to one of four relaxing treatments. There were no treatment-specific differences in subjective stress or physiological arousal. However, VR compared with computer screen increased the sense of presence and, partly, perceived restorativeness. When combined with VR, biofeedback increased physical presence and, in part, perceived restorativeness. The study offers insight that allows for the identification of future research avenues.


2020 ◽  
Author(s):  
Simone Grassini ◽  
Karin Laumann ◽  
Virginia de Martin Topranin ◽  
Sebastian Thorp

Virtual reality (VR) is currently being used for a wide range of applications. However, a sense of discomfort during VR experiences (commonly referred to as simulator sickness), is an obstacle for acceptance of the technology outside the niche of tech enthusiasts. Some lines of evidence have shown that sensory input, especially related to vestibular stimulation, may reduce the symptoms related to simulator sickness and increase the sense of presence. This investigation aims at understanding how mechanical vibration can be used to improve user experience in VR, reducing symptoms of simulator sickness and increasing the sense of presence. Four different groups comprising a total of 80 participants were tested under different conditions of sensory input (visual and vibratory, visual and auditory, visuo-auditory and vibratory, and visual only), during a VR roller-coaster experience. A questionnaire was used as the research instrument to evaluate both the sense of presence and the degree of simulator sickness experienced in VR. No significant differences in simulator sickness or presence were found between the groups exposed to seat vibration and/or audio. However, female participants experienced higher sense of presence when vibration was included. For participants experiencing a high degree of simulator sickness, vibration improved the experienced sense of presence, and the inclusion of vibration (but not sound) decreased the level of sickness-related disorientation. The inclusion of multi-sensory stimulation in VR revealed possibilities to improve the experience in some user categories; however, the use of vibration stimulation requires further research to be proven effective for the general public.Keywords: virtual reality, simulator sickness, presence, HMDs, vibration


2012 ◽  
Vol 102 (2) ◽  
pp. 159-162 ◽  
Author(s):  
Natalia F. Negreiros ◽  
Renata M. dos Santos ◽  
Laira Lúcia Damasceno de Oliveira ◽  
Maria J. dos Santos-Wisniewski ◽  
Odete Rocha

Populations of Synchaeta jollyae (Shiel & Koste, 1993) (Rotifera), a species recently recorded for the first time in Brazil and South America, were analyzed in reservoirs in Southeast Brazil. Sampling was carried out monthly from August 2006 to July 2007 at Furnas Reservoir in the Rio Grande basin, state of Minas Gerais, and in four cascade reservoirs in the Tietê River basin (Barra Bonita, Bariri, Ibitinga and Nova Avanhandava) state of São Paulo, in June and September 2008 and in January and May 2009. Synchaeta jollyae occurred in most samples and periods. From the results obtained it is evident that S. jollyae occurs in water bodies of varied trophic status but reaches larger populations in eutrophic water bodies and during lower temperature periods. The greatest densities of S. jollyae were found in the eutrophic Bariri Reservoir, on the Tietê River, during the winter. Mann-Whitney test confirmed the significant difference between the population densities in periods of high and low temperatures, with populations reaching higher densities at lower temperatures. It is not yet possible to tell whether S. jollyae is a widely distributed species that has been overlooked in previous plankton studies in South America. Wherever these populations of S. jollyae might have originated, it appears to be a species well established and adapted to a wide range of conditions in the Neotropics.


2021 ◽  
Vol 11 (13) ◽  
pp. 6173
Author(s):  
Grégoire Dupont de Dinechin ◽  
Alexis Paljic ◽  
Jonathan Tanant

Several recent works have presented image-based methods for creating high-fidelity immersive virtual environments from photographs of real-world scenes. In this paper, we provide a user-centered evaluation of such methods by way of a user study investigating their impact on viewers’ perception of visual realism and sense of presence. In particular, we focus on two specific elements commonly introduced by image-based approaches. First, we investigate the extent to which using dedicated image-based rendering algorithms to render the scene with view-dependent effects (such as specular highlights) causes users to perceive it as being more realistic. Second, we study whether making the scene fade out beyond a fixed volume in 3D space significantly reduces participants’ feeling of being there, examining different sizes for this viewing volume. To provide details on the virtual environment used in the study, we also describe how we recreated a museum gallery for room-scale virtual reality using a custom-built multi-camera rig. The results of our study show that using image-based rendering to render view-dependent effects can effectively enhance the perception of visual realism and elicit a stronger sense of presence, even when it implies constraining the viewing volume to a small range of motion.


Foods ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 89
Author(s):  
James H. Oliver ◽  
James H. Hollis

In this manuscript, we describe a new approach to study the effect of the eating environment on food intake and eating behavior using virtual reality technology. Fifteen adults consumed pizza rolls in two virtual reality (VR) environments: a restaurant and a table in an empty room. The participants’ food intake, eating parameters (e.g., masticatory parameters and eating rate), and their sensory evaluation of the test food was measured. The participants’ sense of presence (the feeling of being in the virtual environment) and markers of arousal were also measured. There was no statistical significant difference in food intake or the sensory evaluation of the test food. In the restaurant condition, participants used fewer masticatory cycles before swallowing but there was no effect on eating rate or maximum bite force. Participants experienced a greater sense of presence when they were in the pizza restaurant scene. Moreover, their heart rate and skin temperature were higher in the restaurant condition. This study suggests that VR could be developed as a new tool to study the effect of the eating environment on food intake and eating behavior.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


2020 ◽  
Vol 10 (9) ◽  
pp. 3012 ◽  
Author(s):  
Chih-Long Lin ◽  
Si-Jing Chen ◽  
Rungtai Lin

Virtual reality (VR) technology has been employed in a wide range of fields, from entertainment to medicine and engineering. Advances in VR also provide new opportunities in art exhibitions. This study discusses the experience of art appreciation through desktop virtual reality (Desktop VR) or head-mounted display virtual reality (HMD VR) and compares it with appreciating a physical painting. Seventy-eight university students participated in the study. According to the findings of this study, painting evaluation and the emotions expressed during the appreciation show no significant difference under these three conditions, indicating that the participants believe that paintings, regardless of whether they are viewed through VR, are similar. Owing to the limitation of the operation, the participants considered HMD VR to be a tool that hinders free appreciation of paintings. In addition, attention should be paid to the proper projected size of words and paintings for better reading and viewing. The above indicates that through digital technology, we can shorten the gap between a virtual painting and a physical one; however, we must still improve the design of object size and the interaction in the VR context so that a virtual exhibition can be as impressive as a physical one.


2020 ◽  
Vol 4 (Supplement_2) ◽  
pp. 1309-1309
Author(s):  
James Hollis ◽  
Shelley Woodall

Abstract Objectives Virtual reality (VR) potentially provides an innovative tool for nutrition education/counselling. The objective of this study was to determine the a) sense of ‘presence’ (the feeling of being in a scene) experienced in two food related VR scenes b) capture information regarding the participants experiences in VR. Methods Two 3D, food-related scenes were created for this study: supermarket or fast food restaurant. The scenes were displayed using a VR head mounted display or on a standard PC monitor. The participants were able to move around each scene and could interact with various elements to obtain nutrition information about a food. Thirty-one adults were recruited for this study and reported to the laboratory on 4 occasions separated by at least 48 hours. Participants were randomized to a treatment order. On reporting to the laboratory, the participants had surface electrodes attached to determine heart rate and electrodermal activity. The participant was then required to sit quietly for 10 minutes for baseline measures to be collected. Then, in the VR treatments, a VR headset was placed on the participants head and the relevant scene displayed. For the PC treatments, the same scenes were displayed on a PC monitor. The participants were required to remain in the different scenes for at least 5 minutes. Then, the headset was removed and the participant completed questionnaires regarding their experiences in the VR and PC scenes. Results Participants ranged in age from &lt;25 years to over 65 years. All participants used computers in their daily life but generally had no or little experience in VR. Participants reported a higher sense of presence in the VR treatments compared to the PC treatments (P &lt; 0.05). The VR scenes also created a greater sense of the scene being the ‘dominant reality’ and elicited a greater sense that the participant were actually in the scene (P &lt; 0.05). There was no difference in the participant's ability to complete tasks in the VR and PC scenes. Moreover, feelings of nausea were not different between the VR and PC scenes. The participant's heart rate was significantly higher in the VR treatments (P &lt; 0.05). Conclusions This study provides data that supports the development of VR as a nutrition education/counselling tool. Further research is required to develop VR as an effective education tool. Funding Sources None.


Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.


Sign in / Sign up

Export Citation Format

Share Document