Measuring Presence in Virtual Environments: A Survey

2022 ◽  
Vol 54 (8) ◽  
pp. 1-37
Author(s):  
Vinicius Souza ◽  
Anderson Maciel ◽  
Luciana Nedel ◽  
Regis Kopper

The effectiveness of a virtual reality experience is strongly affected by the sense of presence of the users involved. This article reviews the different definitions of presence and the main proposed methods to measure it through the analysis of 1,214 papers published in the past 30 years. From the analysis of 239 user studies, we found that 85.8% used subjective measures, 11.7% used a combination of subjective and objective measures, while 2.5% used only objective measures. We also identified, from the studies reviewed, 29 main factors to evoke presence in virtual environments, grouped into four categories: Engagement, Personal Characteristics, Interaction Fidelity, and Display Fidelity.

2021 ◽  
Vol 40 (2) ◽  
pp. 1-15
Author(s):  
Minqi Wang ◽  
Emily A. Cooper

Dichoptic tone mapping methods aim to leverage stereoscopic displays to increase visual detail and contrast in images and videos. These methods, which have been called both binocular tone mapping and dichoptic contrast enhancement , selectively emphasize contrast differently in the two eyes’ views. The visual system integrates these contrast differences into a unified percept, which is theorized to contain more contrast overall than each eye’s view on its own. As stereoscopic displays become increasingly common for augmented and virtual reality (AR/VR), dichoptic tone mapping is an appealing technique for imaging pipelines. We sought to examine whether a standard photographic technique, exposure bracketing, could be modified to enhance contrast similarly to dichoptic tone mapping. While assessing the efficacy of this technique with user studies, we also re-evaluated existing dichoptic tone mapping methods. Across several user studies; however, we did not find evidence that either dichoptic tone mapping or dichoptic exposures consistently increased subjective image preferences. We also did not observe improvements in subjective or objective measures of detail visibility. We did find evidence that dichoptic methods enhanced subjective 3D impressions. Here, we present these results and evaluate the potential contributions and current limitations of dichoptic methods for applications in stereoscopic displays.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


Proceedings ◽  
2019 ◽  
Vol 21 (1) ◽  
pp. 7 ◽  
Author(s):  
Donga ◽  
Marques ◽  
Pereira ◽  
Gomes

This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries.


Author(s):  
João Martinho Moura ◽  
Né Barros ◽  
Paulo Ferreira-Lopes

Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the embodiment sensation in VR, specifically in the artistic aspect. They present initial reflections about embodiment in virtuality and analyze the technologies adopted in creating interactive artworks prepared for galleries and theater stage, questioning the sensations caused by the visual embodiment in virtual reality under the perspective of both the audience and the performer.


Author(s):  
Marina Carulli ◽  
Monica Bordegoni ◽  
Umberto Cugini

The sense of smell has a great importance in our daily life. In recent years, smells have been used for marketing purposes with the aim of improving the person’s mood and of communicating information about products as household cleaners and food. However, the scent design discipline can be also applied to any kind of products to communicate their features to customers. In the area of Virtual Reality several researches have focused on integrating smells in virtual environments. The research questions addressed in this work concern whether Virtual Prototypes, including the sense of smell, can be used for evaluating products as effectively as studies performed in real environments, and also whether smells can contribute to increase the users’ sense of presence in the virtual environment. For this purpose, a Virtual Reality experimental framework including a prototype of a wearable olfactory display has been set up, and experimental tests have been performed.


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.


2021 ◽  
Vol 2 ◽  
Author(s):  
Annie Wang ◽  
Meredith Thompson ◽  
Cigdem Uz-Bilgin ◽  
Eric Klopfer

Virtual reality has become an increasingly important topic in the field of education research, going from a tool of interest to a tool of practice. In this paper, we document and summarize the studies associated with our 4-year design project, Collaborative Learning Environments in Virtual Reality (CLEVR). Our goal is to share the lessons we gleaned from the design and development of the game so that others may learn from our experiences as they are designing, developing, and testing VR for learning. We translate “lessons learned” from our user studies into “best practices” when developing authentic, interactive, and collaborative experiences in VR. We learned that authentic representations can enhance learning in virtual environments but come at a cost of increased time and resources in development. Interactive experiences can motivate learning and enable users to understand spatial relationships in ways that two dimensional representations cannot. Collaboration in VR can be used to alleviate some of the cognitive load inherent in VR environments, and VR can serve as a context for collaborative problem solving with the appropriate distribution of roles and resources. The paper concludes with a summation of best practices intended to inform future VR designers and researchers.


Blood ◽  
2019 ◽  
Vol 134 (Supplement_1) ◽  
pp. 3441-3441
Author(s):  
Elizabeth H. Cull ◽  
Aniket Saha ◽  
Laura Michelle Stanley ◽  
Vishnunarayan Prabhu ◽  
Joshua Biro

Prior studies have reported that adolescent and young adult (AYA) patients are specifically vulnerable to distress because of the intersection of disease and age. Compared to older cancer patients, AYA cancer patients indicate a more negative psychosocial outcome. Recent studies have focused on improving the quality of life of AYA patients by providing adjunctive non-pharmacological interventions. Popular methods adopted include cognitive behavioral therapy, hypnosis, video games and virtual reality (VR) exposure. Although VR has been tested among other cancer populations, to our knowledge, no studies have focused on the efficacy of VR for mitigating mental distress in the AYA population. Additionally, no studies have focused on what specific virtual-based experiences are efficacious without causing cybersickness in cancer patients. Research has found that up to 25% of healthy patients exposed to VR experience some form of cybersickness. This longitudinal study analyzed the efficacy of VR in the AYA population and sought to understand their preferences in virtual environments. The study included eight AYA cancer patients admitted to our institution receiving inpatient chemotherapy. Seven patients had acute leukemia and the 8th patient had medulloblastoma. Patients were offered the VR intervention every other day during the hospital stay. On average, patients were enlisted in the study for 19 days, and were provided with 27 different virtual environments to choose from. Subject scores were collected using validated survey instruments, including the Numeric Rating Scale (NRS) for pain, State Trait Anxiety Inventory (STAI) for anxiety, and Hospital Anxiety and Depression Scale (HADS-D) for depression. Objective measures were also collected including heart rate and electrodermal response. Additional qualitative data were collected via patient interviews to better understand the patient's attitudes and behaviors regarding their virtual reality experience. Responses collected from patients using HADS-D, STAI showed that, on average, there was a 15% decrease in depression and 13% decrease in general anxiety after receiving the VR intervention. Additionally, the response from the NRS showed that their perception of pain decreased by 18%. Moreover, these results were supported by the objective measures, where the frequency domain metric of heart rate variability, LF/HF (Low frequency to High Frequency power) ratio decreased by 42% displaying a high parasympathetic nervous system activity during the intervention and decrease in the number of bursts in skin conductance response by 7%. It was also observed from the survey that AYA patients preferred environments with more interaction and presence rather than simply exploring. Although no participants reported significant cybersickness, it was observed that 50% of the population reported fatigue at least once during the period of study. Hence, the design consideration of the VR environment is a crucial factor, especially while providing intervention for cancer patients. This proof of concept study affirms the capability of VR to be used as an adjunct therapy to help manage pain, anxiety and depression in AYA patients and provides design consideration for VR environments to be used in AYAs. Future work includes the development and testing of adaptive environments using affective computing techniques where the virtual environment changes according to the patient's mood. Disclosures Cull: Celgene: Speakers Bureau; ADC Therapeutics: Research Funding.


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