The DOI matches its Crossref record; 22 of the 22 references it cites were found in a registry or an index.
Physiological measures of presence in stressful virtual environments
Abstract
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.
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Cites
Measuring Presence in Virtual Environments: A Presence Questionnaire
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At the Heart of It All: The Concept of Presence
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Depth of Presence in Virtual Environments
Slater, M., Usoh, M., & Steed, A. (1994) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1994.3.2.130 · Cited by 1,342
Handbook of Applied Social Research Methods
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Walking > walking-in-place > flying, in virtual environments
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Self-citationMeasuring Presence: A Response to the Witmer and Singer Presence Questionnaire
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Applied Regression Analysis and Other Multivariate Methods
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Cited by
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Slater, M. (2009) · Philosophical Transactions of the Royal Society B: Biological Sciences · doi:10.1098/rstb.2009.0138 · Cited by 2,691
Enhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
From presence to consciousness through virtual reality.
Sanchez-Vives, M. V., & Slater, M. (2005) · Nature reviews. Neuroscience · doi:10.1038/nrn1651 · Cited by 1,831
Virtual Reality: How Much Immersion Is Enough?
Bowman, D. A., & McMahan, R. P. (2007) · Computer · doi:10.1109/mc.2007.257 · Cited by 1,375
Virtual reality in neuroscience research and therapy
Bohil, C. J., Alicea, B., & Biocca, F. A. (2011) · Nature Reviews Neuroscience · doi:10.1038/nrn3122 · Cited by 1,108
Metadata
- Authors
- Meehan, M., Insko, B., Whitton, M., & Brooks, F. P.
- Venue
- ACM Transactions on Graphics
- Published
- 2002-07
- Volume
- 21
- Issue
- 3
- Pages
- 645-652
- ISSN
- 0730-0301 (ISSN-L)
- 1557-7368
- OpenAlex
- W4250098481
- Cited by
- 469
- References
- 22
- FWCI
- 1.96
- Type
- journal article
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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