Journal
FRONTIERS IN VIRTUAL REALITY
Volume 3, Issue -, Pages -Publisher
FRONTIERS MEDIA SA
DOI: 10.3389/frvir.2022.914392
Keywords
virtual reality; presence; place illusion; plausibility; body ownership; questionnaires; measurement
Categories
Funding
- Horizon 2020 European Research Council (ERC) Advanced Grant (MoTIVE) [742989]
- Ministerio de Ciencia e Innovacin, Spain [PDI2020-117108RB-100-TEDIX, AEI/10.13039/501100011033]
- European Research Council (ERC) [742989] Funding Source: European Research Council (ERC)
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This article reviews the concept of presence in virtual reality, discussing the illusions of Place Illusion and Plausibility, as well as the illusion of ownership over the virtual body. The article also explores different methods of measuring presence, including questionnaires and physiological measures. Additionally, the article discusses open questions and controversies in the field, particularly regarding the model of Plausibility.
We review the concept of presence in virtual reality, normally thought of as the sense of being there in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and Plausibility (Psi, the illusion that the virtual situations and events are really happening). Both are with the proviso that the participant in the virtual reality knows for sure that these are illusions. Presence (PI and Psi) together with the illusion of ownership over the virtual body that self-represents the participant, are the three key illusions of virtual reality. Copresence, togetherness with others in the virtual world, can be a consequence in the context of interaction between remotely located participants in the same shared virtual environments, or between participants and virtual humans. We then review several different methods of measuring presence: questionnaires, physiological and behavioural measures, breaks in presence, and a psychophysics method based on transitions between different system configurations. Presence is not the only way to assess the responses of people to virtual reality experiences, and we present methods that rely solely on participant preferences, including the use of sentiment analysis that allows participants to express their experience in their own words rather than be required to adopt the terminology and concepts of researchers. We discuss several open questions and controversies that exist in this field, providing an update to the 2009 paper, in particular with respect to models of Plausibility. We argue that Plausibility is the most interesting and complex illusion to understand and is worthy of significant more research. Regarding measurement we conclude that the ideal method would be a combination of a psychophysical method and qualitative methods including sentiment analysis.
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