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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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Meyer, N. H., Gauthier, B., Stampacchia, S., Boscheron, J., Babo-Rebelo, M., Potheegadoo, J., Herbelin, B., Lance, F., Alvarez, V., Franc, E., et al. (2024) · Communications Biology · doi:10.1038/s42003-024-06757-7 · Cited by 16
“Particularcarewas given to the progressive VR immersion procedure to build a strong experience of presence in the virtual environments 102,103 and to maintain it throughout the experiment.”
Make-Believing Virtual Realities
Turner, S., Huang, C., Burrows, L., & Turner, P. (2016) · Human-computer interaction series · doi:10.1007/978-3-319-29553-4_3 · Cited by 18
Virtual Reality in Neurointervention.
Ong, C. S., Deib, G., Yesantharao, P. S., Qiao, Y., Pakpoor, J., Hibino, N., Hui, F. K., & Garcia, J. R. (2018) · Europe PMC (PubMed Central) · Cited by 17
Asymmetric collaboration in virtual reality
Thomsen, L. A., Nilsson, N. C., Nordahl, R., & Lohmann, B. (2019) · Tidsskriftet Læring og Medier (LOM) · doi:10.7146/lom.v12i20.109391 · Cited by 19
A Self-Guiding Tool to Conduct Research With Embodiment Technologies Responsibly
Aymerich-Franch, L., & Fosch‐Villaronga, E. (2020) · Frontiers in Robotics and AI · doi:10.3389/frobt.2020.00022 · Cited by 17
appRaiseVR – An Evaluation Framework for Immersive Experiences
Wienrich, C., & Gramlich, J. (2020) · i-com · doi:10.1515/icom-2020-0008 · Cited by 17
Self-Illusion: A Study on Cognition of Role-Playing in Immersive Virtual Environments
Li, S., Gu, X., Yi, K., Yang, Y.-L., Wang, G., & Manocha, D. (2020) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2020.3044563 · Cited by 19
Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia
Pavlidou, A., & Walther, S. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.607312 · Cited by 18
Corti, C., Oprandi, M. C., Chevignard, M., Jansari, A. S., Oldrati, V., Ferrari, E., Martignoni, M., Romaniello, R., Strazzer, S., & Bardoni, A. (2021) · Neuropsychology Review · doi:10.1007/s11065-021-09498-0 · Cited by 20
Virtual Reality, Embodiment, and Allusion: an Ecological-Enactive Approach
Rolla, G., Vasconcelos, G., & de Figueiredo, N. M. (2022) · Philosophy & Technology · doi:10.1007/s13347-022-00589-1 · Cited by 19
Telling Stories within Immersive Virtual Environments
Llobera, J., Blom, K. J., & Slater, M. (2013) · Leonardo · doi:10.1162/leon_a_00643 · Cited by 17
Self-citationFeth, D. (2011) · PRESENCE Virtual and Augmented Reality · doi:10.1162/pres_a_00042 · Cited by 17
Alfaro, L., Rivera, C., Luna-Urquizo, J., Alfaro, S., & Fialho, F. A. P. (2019) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2019.0101066 · Cited by 17
Sheehy, L., Bouchard, S., Kakkar, A., El Hakim, R., Lhoest, J., & Frank, A. (2024) · Journal of Clinical Medicine · doi:10.3390/jcm13185574 · Cited by 16
“Being immersed in VR and interacting with a conversational agent may also allow PLWD living in LTC to feel as though they are no longer in their LTC facility, a phenomenon called presence [30,31].”
BackgroundThe Role of Immersive Virtual Reality in Upper Limb Rehabilitation for Subacute Stroke: A Review
Donati, D., Pinotti, E., Mantovani, M., Casarotti, S., Fini, A., Tedeschi, R., & Caselli, S. (2025) · Journal of Clinical Medicine · doi:10.3390/jcm14061903 · Cited by 16
“It refers to the extent to which users feel present being in a virtual environment rather than in the real world, and it is correlated with the technology used by a system [11,12].”
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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