presence - UCL Computer Science
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Transcript presence - UCL Computer Science
Presence in Virtual
Environments
© Mel Slater 2001
Outline
Presence and hypothesis selection
Measurement
Domain
The Usual Results
Presence and Hypothesis
Selection
Current in perceptual theory
– Perceptual system selects between competing
hypotheses (Richard Gregory)
– Scanpath theory suggests that perceptual
system is top-down driven (Lawrence Stark)
We see what we expect to see.
Competing Signals
Presence is only interesting when there are
competing signals from at least two
‘environments’.
How will you act?
Presence as a Selector
Given competing signals
– Choose action based on selection amongst hypotheses
I am in this world
I am in that world
(I am mixed up)
Hypotheses relating to the fundamental question:
– Where am I?
Totality of signals form into one of several
‘gestalts’ (‘environments’).
Actions
Actions may be
– Involuntary/Voluntary
– Conscious / Unconscious
– Supported / Denied
Obviously not ‘real’
– But act as if real
Implications for Measurement
Questionnaires deliver an integration over time of
conscious/voluntary/supported responses.
Behavioural measures require imposition of events
that may not be part of the environment (eg,
looming).
Deliberate introduction of conflicting signals (eg,
shadows).
Physiological measures are in response to specific
types of event (anxiety provoking).
Measurement
BIPs ‘breaks in presence’ – possible to build
a measure based on when these occur.
Sampling (attentional resources).
Behavioural observation.
Unification of BIPs + physiological?
Domain Responses
Reading a novel -> physiological
Movie -> + some body movement
3D movie -> + more body movement
Game -> + more body movement
Immersive VR -> + total body movement
“Fire!”
– In a movie or computer game, no one would rush out of
the room
– In immersive VR – they might do so!
The Usual Results
The norm is that in a ‘good’ immersive VR
– Reported presence is often very high!!!
CAVE almost
puts us out of
business!
Few BIPs
No BIPs when
engaging.
Why?
Evolutionary Argument
In all of personal and evolutionary history:
– What we ‘see’ is where we are …
Parallax
Responsive actors
Spatial extension
Interaction
– … and where we act
At some deep level
– Our mind does not know about VR!
Perceptual Augmentation
What we see is where we
are, but…
– Where we are is in our heads
– (Stark:)“Virtual reality
works because reality is
virtual.”
Very simple cues required
to trigger presence
– Perceptual mechanisms do
the rest
– Provided that the VR is
‘good’.
What is ‘good’?