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Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Open accessAbstract
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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“VEs provide the user with the sensation of being located within the environment, contributing to the psychological sense of presence or “being there” [20].”
From Examining the Use of Virtual Reality to Support Mindfulness Skills Practice in Mood and Anxiety Disorders: Mixed Methods Study (2024) · cites this paper as [20]
In the citing paper
“Recently, Slater [81] also argued that presence at least has two independent components: place illusion and plausibility.”
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 [81]
In the citing paper
“Both place illusion and plausibility contribute to realistic responses in the virtual environment.”
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 [81]
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Citations
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Design and evaluation of a high− fidelity virtual reality manufacturing planning system
Al-Jundi, H. Α., & Tanbour, E. Y. (2022) · Virtual Reality · doi:10.1007/s10055-022-00683-x · Cited by 13
Chen, C., Hu, X., & Fisher, J. T. (2023) · Springer eBooks · doi:10.1007/978-3-031-14961-0_18 · Cited by 13
Jiang, Z., Meltzer, A., & Zhang, X. (2023) · Disability & Society · doi:10.1080/09687599.2022.2150601 · Cited by 16
Głomb, K., Piotrowski, P., & Romanowska, I. (2023) · Behavior Research Methods · doi:10.3758/s13428-023-02186-2 · Cited by 11
“As a result, we can expect psychological states and behaviors similar to real life, as the medium is capable of invoking the illusions of place (a sensation of being in a real place) and plausibility (the illusion that the scenario being depicted is actually occurring) (Slater, 2009).”
BackgroundFostering empathy in social Virtual Reality through physiologically based affective haptic feedback
Hecquard, J., Saint-Aubert, J., Argelaguet, F., Pacchierotti, C., Lécuyer, A., & Macé, M. J. ‐. (2023) · IEEE World Haptics Conference (WHC) · doi:10.1109/whc56415.2023.10224380 · Cited by 11
“Since the only difference between the two runs of the experience was the haptic feedback provided, users had time to get acclimated to the scene, which could have changed how they felt about their sense of place illusion and plausibility [31], [35].”
BackgroundVirtual Craft: Experiences and Aesthetics of Immersive Making Culture
Kim, M. (2023) · Humanities · doi:10.3390/h12050100 · Cited by 11
Injured Avatars: The Impact of Embodied Anatomies and Virtual Injuries on Well-Being and Performance
Kleinbeck, C., Schieber, H., Kreimeier, J., Gomez, A. M., Unberath, M., & Roth, D. (2023) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2023.3320224 · Cited by 13
“It serves as a way to compare virtual environments independently of the task at hand [64], although the exact definition and influence of variables such as place, plausibility [66], and coherence [10, 65] remain debated.”
BackgroundLin, J. T., Lee, Y.-H., Yang, J.-W., & Cook, C. L. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108193 · Cited by 15
Zenner, A., Karr, C., Feick, M., Ariza, O., & Krüger, A. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642073 · Cited by 11
The Immersion in the Metaverse: Cognitive Load and Addiction
Bojić, L., Agatonović, M., & Guga, J. (2024) · Springer series on cultural computing · doi:10.1007/978-3-031-57746-8_11 · Cited by 11
Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore
Moon, H., Saade, M., Enriquez, D., Duer, Z., Moon, H. S., Lee, S. W., & Jeon, M. (2024) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2024.103291 · Cited by 11
Petruse, R. E., Grecu, V., Chiliban, M.-B., & Tâlvan, E.-T. (2024) · Sensors · doi:10.3390/s24165138 · Cited by 17
“Some researchers focus on the quality and quantity of sensory information provided by technology, such as Slater [32], which sees immersive technology as a technology that provides users with a high quality or volume of sensory information.”
BackgroundDevelopment of a Modular Adjustable Wearable Haptic Device for XR Applications
Najm, A., Banakou, D., & Michael‐Grigoriou, D. (2024) · Virtual Worlds · doi:10.3390/virtualworlds3040024 · Cited by 11
“A more contemporary view by Slater [4] characterizes VR as an immersive, interactive system that instills a sense of presence, where users feel part of a computer-generated environment and that the events taking place are really happening, despite recognizing its artificial nature.”
Grief and virtual reality: continuing bonds with virtual avatars
Rovetta, F. F., & Valentini, D. (2025) · Phenomenology and the Cognitive Sciences · doi:10.1007/s11097-025-10072-9 · Cited by 11
“An aspect of VR that enhances immersion is the replication of sensorimotor contingencies that we encounter daily (Slater, 2009).”
Altaf, B., Tavakoli, A., Ruth, P. S., Green, A., Xu, J., Jain, S., Chiu, E., Bencharit, L. Z., Murnane, E. L., Landay, J. A., et al. (2025) · Building and Environment · doi:10.1016/j.buildenv.2025.113147 · Cited by 11
Wen, Y., Wang, Z., & Guo, X. (2025) · Interactive Learning Environments · doi:10.1080/10494820.2025.2524029 · Cited by 14
“To address this gap, this study aims to analyze the primary trends and applications of AI in ILEs, with the goal of informing future design of ILEs and providing insights for innovation in teaching and learning. technology or the system that facilitates an experience (Slater, 2009).”
de Lima, E. S., Silva, B. M. C., & Galam, G. T. (2020) · Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) · doi:10.1109/sbgames51465.2020.00031 · Cited by 11
Visual Complexity and Scene Recognition: How Low Can You Go?
Handali, J. P., Schneider, J., Gau, M., Holzwarth, V., & Brocke, J. V. (2021) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr50410.2021.00051 · Cited by 11
Virtual Reality in Sexual Harassment Prevention
Sadeh‐Sharvit, S., Giron, J., Fridman, S., Hanrieder, M., Goldstein, S., Friedman, D. A., & Brokman, S. (2021) · ACM International Conference on Intelligent Virtual Agents (IVA) · doi:10.1145/3472306.3478356 · Cited by 11
Effects of Image Realism on the Stress Response in Virtual Reality
Weiß, S., Klassen, N., & Heuten, W. (2021) · ACM Symposium on Virtual Reality Software and Technology (VRST) · doi:10.1145/3489849.3489885 · Cited by 11
Rovira, A., & Slater, M. (2022) · Scientific Reports · doi:10.1038/s41598-022-07872-3 · Cited by 11
Self-citationData-Driven Spatio-Temporal Analysis via Multi-Modal Zeitgebers and Cognitive Load in VR
Liao, H., Xie, N., Li, H., Li, Y., Su, J., Jiang, F., Huáng, W., & Shen, H. T. (2020) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr46266.2020.00068 · Cited by 11
Combining Virtual Reality and Machine Learning for Leadership Styles Recognition
Parra, E., Delgado, A. G., Carrasco-Ribelles, L. A., Giglioli, I. A. C., Marín‐Morales, J., Giglio, C., & Alcañíz, M. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.864266 · Cited by 11
A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study
Evans, E., Dass, M., Muter, W. M., Tuthill, C., Tan, A. Q., & Trumbower, R. D. (2022) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2022.868074 · Cited by 11
Metadata
- Authors
- Slater, M.
- Affiliations
- Institució Catalana de Recerca i Estudis Avançats (ES)
- Corresponding author
- Slater, Mel
- ORCID
- Slater, Mel
- Venue
- Philosophical Transactions of the Royal Society B: Biological Sciences
- Publisher
- The Royal Society
- Published
- 2009-12-12
- Volume
- 364
- Issue
- 1535
- Pages
- 3549-3557
- ISSN
- 0962-8436 (ISSN-L)
- 1471-2970
- PMC
- PMC2781884
- 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
- green
- www.ncbi.nlm.nih.gov
- 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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