ACM Transactions on Graphics · 2002 · 458 citations · 21 references
Social SciencesBehavioral SciencesPsychologyExperimental PsychologyPsychophysiologyUser Experience DesignImmersive EnvironmentsVirtual Environment DesignVirtual RealityHeart RatePresencePresence In Virtual EnvironmentsPresence MeasurementSense Of PresenceSkin Conductance MeasurementSkin Temperature MeasurementVirtual Height
A common measure of the quality or effectiveness of a virtual environment (VE) is the mount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective. We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. The experiments compared participants' physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS > 20FPS > 15FPS.
21
George W. Dowdall, Royce Singleton, Bruce C. Straits et al. · Teaching Sociology · 1989 · 2.8K citations