May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview
Abstract
Is it possible to experience more presence in doing the same thing in virtual reality than in reality? According to the well known definition of presence as “disappearance of mediation”, the answer is no: technology is a barrier, a mediating tool that can only reduce the level of presence experienced in an interaction. However, the increasing diffusion of a technology like augmented reality that adds a technological layer of information to the real world suggests the opposite: the experience of “being there” may be influenced by the ability of “making sense there”. To explore this issue we used a sample of 20 university students to evaluate the level of presence experienced in two different settings: an immersive virtual reality job simulation and a real world simulation that was identical to its VR counterpart (same interviewer, same questions) but without technological mediation and without any social and cultural cues in the environment that may give a better meaning to both the task and its social context. Self-report data, and in particular the scores in the Spatial Presence and the Ecological Validity ITC-SOPI scales, suggest that experienced presence was higher during the virtual interview than in the real world simulation. This interpretation was confirmed by subjective (higher in VR) but not by objective (Skin Conductance) anxiety scores. These data suggest a vision of presence as a social construction, in which reality is co-constructed in the relationship between actors and their environments through the mediation of physical and cultural artifacts.
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Studies show unclear relationships between presence and emotions; some found significant positive correlations, some did not, and some found negative correlations.
“However, studies show unclear relationships between presence and emotions. Some studies found significant positive correlations, [56,57], some did not [54,58,59], and some even found negative correlations [60,61].”
From Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review (2017) · cites this paper as [61]
The current subjective presence measures do not capture the essential sense of presence that is responsible for activating fear related to social anxiety in individuals.
“As several trials have demonstrated the potential of VRET for social anxiety disorder [27], [28], [75], one might conclude that the current subjective presence measures do not capture the essential sense of presence that is responsible for activating fear related to social anxiety in individuals.”
From A Meta-Analysis on the Relationship between Self-Reported Presence and Anxiety in Virtual Reality Exposure Therapy for Anxiety Disorders (2014) · cites this paper as [28]
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Self-citation
- Authors
- Villani, D., Repetto, C., Cipresso, P., & Riva, G.
- Affiliations
- Università Cattolica del Sacro Cuore (IT)
- IRCCS Istituto Auxologico Italiano (IT)
- Corresponding author
- Villani, D.
- Venue
- Interacting with Computers
- Publisher
- Oxford University Press (OUP)
- Published
- 2012-07
- Volume
- 24
- Issue
- 4
- Pages
- 265-272
- ISSN
- 0953-5438 (ISSN-L)
- OpenAlex
- W2040754864
- Cited by
- 143
- References
- 75
- Citations by year
- 2026: 3 · 2025: 10 · 2024: 14 · 2023: 7 · 2022: 6 · 2021: 9 · 2020: 15 · 2019: 12 · 2018: 8 · 2017: 9 · 2016: 12 · 2015: 13 · 2014: 10 · 2013: 14 · 2012: 1
- FWCI
- 22.46
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Interacting with Computers (publishedVersion)
- Institutional Research Information System University of Turin (University of Turin) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Keywords
- presence, virtual reality, augmented reality, job interview simulation, ecological validity, spatial presence, social construction of reality, mediation (cultural/media theory), skin conductance, anxiety
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