A Neurophysiological Approach for Measuring Presence in Immersive Virtual Environments
Presence, the feeling of being there, is an important factor that affects the overall experience of Virtual Reality (VR). Higher presence commonly provides a better experience in VR than lower presence. However, presence is commonly measured subjectively through postexperience questionnaires, which...
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| Published in | 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) pp. 474 - 485 |
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| Main Authors | , , , , |
| Format | Conference Proceeding |
| Language | English |
| Published |
IEEE
01.11.2020
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| Subjects | |
| Online Access | Get full text |
| DOI | 10.1109/ISMAR50242.2020.00072 |
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| Abstract | Presence, the feeling of being there, is an important factor that affects the overall experience of Virtual Reality (VR). Higher presence commonly provides a better experience in VR than lower presence. However, presence is commonly measured subjectively through postexperience questionnaires, which can suffer from participant biases, dishonest answers, and fatigue. It can also be difficult for subjects to accurately remember their feelings of presence after they have left the VR experience. In this paper, we measured the effects of different levels of presence (high and low) in VR using physiological and neurological signals. The experiment involved 24 participants in a between-subjects design. Results indicated a significant effect of presence on both physiological and neurological signals. We noticed that higher presence results in higher heart rate, less visual stress, higher theta and beta activities in the frontal region, and higher alpha activities in the parietal region. These findings and insights could lead to an alternative objective measure of presence. |
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| AbstractList | Presence, the feeling of being there, is an important factor that affects the overall experience of Virtual Reality (VR). Higher presence commonly provides a better experience in VR than lower presence. However, presence is commonly measured subjectively through postexperience questionnaires, which can suffer from participant biases, dishonest answers, and fatigue. It can also be difficult for subjects to accurately remember their feelings of presence after they have left the VR experience. In this paper, we measured the effects of different levels of presence (high and low) in VR using physiological and neurological signals. The experiment involved 24 participants in a between-subjects design. Results indicated a significant effect of presence on both physiological and neurological signals. We noticed that higher presence results in higher heart rate, less visual stress, higher theta and beta activities in the frontal region, and higher alpha activities in the parietal region. These findings and insights could lead to an alternative objective measure of presence. |
| Author | Dobbins, Chelsea Saha, Shuvodeep Dey, Arindam Phoon, Jane Billinghurst, Mark |
| Author_xml | – sequence: 1 givenname: Arindam surname: Dey fullname: Dey, Arindam email: a.dey@uq.edu.au organization: University of Queensland,Australia – sequence: 2 givenname: Jane surname: Phoon fullname: Phoon, Jane email: j.phoon@uq.net.au organization: University of Queensland,Australia – sequence: 3 givenname: Shuvodeep surname: Saha fullname: Saha, Shuvodeep email: shuvodipsaha74@gmail.com organization: CSIO India – sequence: 4 givenname: Chelsea surname: Dobbins fullname: Dobbins, Chelsea email: c.m.dobbins@uq.edu.au organization: University of Queensland,Australia – sequence: 5 givenname: Mark surname: Billinghurst fullname: Billinghurst, Mark email: mark.billinghurst@unisa.edu.au organization: University of South Australia,Australia |
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| SubjectTerms | Human-centered computing-Human computer interaction (HCI)-Empirical studies in HCI Human-centered computing-Visualization-Visualization design and evaluation methods |
| Title | A Neurophysiological Approach for Measuring Presence in Immersive Virtual Environments |
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