Cited by 2,691Virtual Reality Applications and ImpactsSocial Robot Interaction and HRIFlow Experience in Various Fields

Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments

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Slater, Mel·2009·Philosophical Transactions of the Royal Society B: Biological Sciences

Abstract

In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is 'being there', often called 'presence', the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not 'there' and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.

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  1. Usoh, M., Arthur, K., Whitton, M. C., Bastos, R., Steed, A., Slater, M. & Brooks Jr, F. P . 1999 Walking . walking-inplace .fl ying, in virtual environments. Paper read at 26th Annual Conf. on Computer Graphics and Interactive Techniques (SIGGRAPH).

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Authors
Slater, M.
Affiliations
Institució Catalana de Recerca i Estudis Avançats (ES)
Corresponding author
Slater, Mel
Venue
Philosophical Transactions of the Royal Society B: Biological Sciences
Published
2009-12-12
Volume
364
Issue
1535
Pages
3549-3557
ISSN
  • 0962-8436 (ISSN-L)
  • 1471-2970
OpenAlex
W2145839404
Cited by
2,691
References
49
Citations by year
2026: 408 · 2025: 338 · 2024: 254 · 2023: 322 · 2022: 278 · 2021: 224 · 2020: 208 · 2019: 176 · 2018: 141 · 2017: 68 · 2016: 69 · 2015: 38 · 2014: 44 · 2013: 34 · 2012: 31
FWCI
45.74
Type
journal article
Language
en
Open access
Locations
  • Philosophical Transactions of the Royal Society B Biological Sciences (publishedVersion)
  • PubMed Central (publishedVersion)
  • PubMed (publishedVersion)
  • Dipòsit Digital de la Universitat de Barcelona (Universitat de Barcelona) (acceptedVersion)
  • UCL Discovery (University College London) (submittedVersion)
  • RECERCAT (Consorci de Serveis Universitaris de Catalunya) (submittedVersion, public-domain)
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, immersive virtual reality, sensorimotor contingencies
MeSH terms
Behavior, Humans, Reality Testing, Space Perception, User-Computer Interface, Visual Perception

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