TY - GEN
T1 - Are You There? A Study on Measuring Presence in Immersive Virtual Reality
AU - Tamaki, Reiya
AU - Nakajima, Tatsuo
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - With the recent development of virtual reality (VR) technologies, we can create a virtual environment that exceeds the constraints of the real environment. A concept called “presence” is one of the most important elements of a VR experience. To provide more interesting VR experiences, we need to measure how much the users feel their presence in the VR experiences is important. However, when we measure this presence by a questionnaire inside or outside the VR, the subjects’ sense of presence in virtual reality environments is disrupted by the transition from the VR experience to the questionnaire. Therefore, in this study, we propose a method to integrate questionnaires into VR experiences. We conduct two comparative experiments between the proposed method and the existing method to validate the effectiveness of our proposed method. From the results of the two experiments, although we cannot determine the optimal design for the proposed method and cannot say our proposed method can measure presence more accurately, we confirmed the partial effectiveness of the proposed method.
AB - With the recent development of virtual reality (VR) technologies, we can create a virtual environment that exceeds the constraints of the real environment. A concept called “presence” is one of the most important elements of a VR experience. To provide more interesting VR experiences, we need to measure how much the users feel their presence in the VR experiences is important. However, when we measure this presence by a questionnaire inside or outside the VR, the subjects’ sense of presence in virtual reality environments is disrupted by the transition from the VR experience to the questionnaire. Therefore, in this study, we propose a method to integrate questionnaires into VR experiences. We conduct two comparative experiments between the proposed method and the existing method to validate the effectiveness of our proposed method. From the results of the two experiments, although we cannot determine the optimal design for the proposed method and cannot say our proposed method can measure presence more accurately, we confirmed the partial effectiveness of the proposed method.
KW - Person perspective
KW - Presence
KW - Questionnaire
KW - Virtual reality
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U2 - 10.1007/978-3-031-05939-1_18
DO - 10.1007/978-3-031-05939-1_18
M3 - Conference contribution
AN - SCOPUS:85133200225
SN - 9783031059384
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 275
EP - 288
BT - Virtual, Augmented and Mixed Reality
A2 - Chen, Jessie Y.
A2 - Fragomeni, Gino
PB - Springer Science and Business Media Deutschland GmbH
T2 - 14th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2022 Held as Part of the 24th HCI International Conference, HCII 2022
Y2 - 26 June 2022 through 1 July 2022
ER -