Abstracts
of Participant Presentations for PRESENCE 2001
Presence:
Is Your Heart In It?
Cath Dillon,
Edmund Keogh, Jonathan Freeman, and Jules Davidoff
Goldsmiths
College, London, England
This paper describes
the effects of display (monoscopic/stereoscopic video presentation and
presence/absence of a screen surround) and content (rally-driving/boat-ride
videos) manipulations on four measures: subjective presence, subjective
mood, Skin Conductance (SC) and Heart-Rate (HR). While the subjective
measures successfully discriminate between display and content manipulations,
the results for the objective physiological measures are less clear.
It appears that SC and HR are most useful for discriminating between contents
rather than displays. The results are discussed in terms of implications
for the measurement of presence.
Duration
Estimation and Presence
Wijnand Ijsselsteijn,
Ilse Bierhoff, and Yvonne Slangen-de Kort
Eindhoven University
of Technology, Eindhoven, The Netherlands
In this paper we report on a first
attempt at investigating the relation between presence and duration estimation,
and explore the possibility of using duration estimation as a corroborative
measure of presence. Duration estimation refers to the human ability to
indicate how much time has elapsed and has been shown to be influenced
by factors such as interest or attention. These factors are also theorised
to be important in establishing a sense of presence, thus suggesting a
relation between duration estimation and presence. An experiment was performed
that employed a wayfinding task in a desktop virtual environment, using
different types of wayfinding aids. Presence was measured using a short
questionnaire. After the experiment, participants were asked whether they
thought they had completed the wayfinding tasks in a short time. In addition,
after each task they were asked to estimate the elapsed time interval in
mm:ss. Results showed a significant positive correlation between the subjectively
judged speed of task completion and the sense of presence, indicating that
higher presence is associated with shorter experienced duration. No significant
correlation was found between duration estimation (in mm:ss) and presence.
These results are interpreted in terms of the potential underlying mechanisms,
and suggestions for improving the experimental design will be discussed.
Objective
Measures of Presence in Virtual Environments
Michael Meehan,
Brent Insko, Mary Whitton, and Fred Brooks
University
of North Carolina, Chapel Hill, North Carolina, USA
The
Presence Equation: An Investigation Into Cognitive Factors Which Underlie
Presence Within Non-Immersive Virtual Environments
Corina Sas
and G.M.P. O’Hare
University
College Dublin, Ireland
The cognitive
factors underlying the phenomenon of presence has received limited research
attention, and to the best of our knowledge no experimental study has been
carried out to investigate such. Psychological traits, which allow some
of us to experience presence more than the others, can be more appropriately
studied using non-immersive virtual reality systems. Within non-immersive
virtual environments, the lack of high technological support enables users
to experience presence differently, mainly due, not to the system characteristics,
but to associated human factors. Within this paper we highlight the concept
of presence, providing a definition and an associated operationalisation.
We design and conduct an experiment to examine the influence and effects
of certain cognitive factors upon presence. A series of tasks are
performed involving both navigation and information retrieval in a multi-storey
3D virtual building. This work investigates the relationships between a
set of four cognitive factors namely: empathy; imagination; absorption;
cognitive style and their effect upon the associated users’ sense of presence.
The results enable us to improve the presence equation, employing a deeper
and more thorough approach to the psychology of presence.
Presence
as Experience: Questionnaire Development to Assess Virtual Corpsing
Tim Marsh
University
of York, York, England
Experiences
and the activities that provide them are associated with the virtual places
(context of use) where they were encountered. Conversely, we associate
a virtual place - that we have visited - with experiences where they occurred
and this will enforce the illusion of having been somewhere in another
environment other than where the mediating system resides (e.g. home, lab).
In short, experiences encountered in virtual places - spaces within 3D
virtual environments - provide a sense of having been present somewhere
else. Hence, finding ways to capture user experience may provide an alternative
and indirect way to assess presence. This presentation describes the background
work towards the development of a framework of potential experiences that
may be induced in users of mediated environments. Using this framework,
a questionnaire has been developed to allow users to articulate sensational,
thrilling and empathic experience, evaluators to capture experience and
designers to gauge/judge their designs for experience. Two studies were
carried out to test the effectiveness of the questionnaire at capturing
users' induced experience within two interactive mediated environments.
Conceptualizing,
Differentiating and Measuring Copresence and Social Presence
Kristine Nowak
University
of Connecticut, Storrs, Connecticut, USA
This article
discusses the measurement and construct of presence, social presence and
copresence. The importance of understanding what part of the construct
an indicator is actually measuring increases as researchers continue to
try to explicate the causes and influences of the dimensions of presence.
All were highly and positively correlated, but confirmatory factor analysis
revealed they were not unidimensional. Following the presentation of the
data, this article suggests revised definitions for copresence and social
presence and presents data indicating that presence is not one unidimensional
construct, but instead is a collection of several correlated constructs,
each taping in to a small part of the sense of presence. Implications for
defining and measuring copresence, social presence and presence as transportation
are discussed.
Operationalizing
Mediated Presence: Initial Steps Toward A Measure of the Construct
Tracy Russo
University
of Kansas, Lawrence, Kansas, USA
This paper reports
on a research project designed to investigate and eventually to operationalize
mediated presence, that is, the extent to which interactants in a virtual
environment perceive other interactants in that environment as real, immediate
or salient. Initial steps toward developing a prompt that consistently
differentiates between high and low perceived presence are reported.
In particular, manipulation checks on the prompt and open-ended explorations
of the construct using a grounded theory approach are discussed.
Other factors that subjects apparently integrate with presence or confound
with presence also are identified. Directions for future research
are elaborated.
A Taxonomy
of Copresence: From Corporeal Copresence to Hypervirtual Telecopresence
Shanyang Zhao
Temple University,
Philadelphia, Pennsylvania, USA
In this paper
the concept of presence is extended to subsume copresence, which refers
to the experience of being together with other people in real or virtual
environments. The focus of the paper is human copresence in a real
environment. Based on the cross-classification of the characteristics
of proximity and corporeality, a six-category taxonomy of copresence is
constructed: corporeal copresence, virtual copresence, telecopresence,
virtual telecopresence, hypervirtual copresence, and hypervirtual telecopresence.
"Virtuality" is used here to refer to the surrogate presence of human individuals
rather than computer-simulated reality. While virtual human interaction
can occur in conditions of real copresence, real human interaction can
take place in conditions of virtual copresence. An enriched concept
of presence, which includes both subjective and objective measures of corporeal
and surrogate copresence of human individuals in either real or simulated
environments, will further our understanding of the relationships among
humans, between humans and nature, and between humans and human-made environments.
The Networked
Minds Theory and Measure of Social Presence
Frank Biocca,
Judee Burgoon, Chad Harms, Jenn Gregg, Matt Stoner, and Tony Vitrano
Michigan State
University, East Lansing, Michigan, USA
Social Presence
of Social Actors: Creating Social Presence with Machine-Generated Voices
Kwan Min Lee
and Cliff Nass
Stanford University,
Stanford, California, USA
We demonstrate,
via two experiments (N = 72 and N = 80) done in e-commerce contexts, that
social responses to technology influence feelings of social presence.
Users are shown to feel stronger social presence when they hear a computer-synthesized
voice that manifests a personality that: a) is similar to the user as compared
to dissimilar to the user's, b) is consistent with the text's personality
(Experiment 2), and c) is extroverted as compared to introverted.
The Influence
of Virtual Bodies and Agency on Copresence, Social Presence and Physical
Presence
Kristine Nowak,
University of Connecticut, Storrs, Connecticut, USA
Frank Biocca,
Michigan State University, East Lansing, Michigan, USA
The increased
prevalence of the virtual body and artificial intelligences are both likely
to influence the perception of who sent the message, as well as the message
itself. Further, more anthropomorphic interfaces (whether in terms of intelligence
or appearance) have led people to respond in increasingly social ways to
computers (Koda, 1996a; Reeves & Nass, 1996; Turkle, 1995). This paper
used a between subjects experimental design with two factors to explore
the implications of agency and the appearance of the virtual body on copresence,
social presence and physical presence. The first factor, level of anthropomorphism
of virtual image had three levels, high, low and no virtual image. The
second factor, anthropomorphism of the intelligent other, had two levels,
whether the participants were told they were interacting with a human (avatar),
or a bot (agent). The results showed that a virtual confederate (agent
or avatar) represented by a high-anthropomorphic image or no image was
perceived to be more social present and copresent in the interaction as
compared to virtual confederate (agent or avatar) represented by a low-anthropomorphic
virtual body. People interacting with a high anthropomorphic image felt
more presence in the environment. There were no discernable differences
between the perception of virtual confederates when participants were told
they were interacting with an avatar as compared to those told they were
interacting with an agent. Implications of these findings are discussed.
Mediated
Virtual Collaboration
Ronald Rice,
Rutgers University, New Brunswick, New Jersey, USA
Ann Majchrzak,
Arvind Malhotra, Nelson King, and Sulin Ba, University of Southern California,
Los Angeles, California, USA
The knowledge-sharing
behavior of members of an inter-organizational virtual team using a collaborative
technology was observed for 10 months as they developed an innovative new
product. Four propositions from the literature on knowledge-sharing
were tested. The first proposition, that the team would increase
their use of the CT to share knowledge over time as they became familiar
with it and developed stable social norms, was not supported; CT use decreased
over time. The second proposition, that the CT will be more frequently
used when the team is engaged in those tasks where collective understanding
is required, was supported by the electronic log data of system usage.
The third proposition, that when a particular type of content knowledge
requires collective understanding, the CT is used to create shared artifacts
about that knowledge, was supported; however, different ways to measure
shared artifacts were identified leading to somewhat different results.
The fourth proposition, that CT use for sharing content knowledge will
be determined in part by the process norms of the team, was only partially
supported, as the norms did not specify which content knowledge should
be captured. These results suggest that our understanding of the
use of CTs for knowledge-sharing can be enhanced by distinguishing between
sharing different kinds of content knowledge from process norms for use;
that sharing of content knowledge is not necessarily affected by time or
task equivocality, but rather by the context-specific needs for creating
a collective understanding about particular tasks at particular points
in time; that norms of use are not specific to specific content knowledge;
that knowledge-sharing involves the use of different features and norms
for knowledge capture, knowledge categorization, and knowledge retrieval;
and that features facilitating knowledge categorization and retrieval may
be inadequate for a highly creative and unpredictable work process.
Recommendations for future research and practice are offered.
Really Hear?
The Effects Of Audio Quality On Presence
Jane Lessiter,
Jonathan Freeman, and Jules Davidoff
Goldsmiths
College, London, England
The extent of
sensory information has been proposed as a determinant of presence (e.g.,
Sheridan, 1992). While a large proportion of presence research has
focused on visual manipulations, research on manipulations of auditory
characteristics is currently limited. In this paper the effects of
several audio manipulations on the sense of presence and ratings of specific
audio/visual dimensions were explored. A 5.1 ‘rally car’ audio mix
was rated significantly more highly than either a mono or stereo audio
mix on some presence measures and specific audio dimensions. A series
of experiments was designed to investigate potential contributory factors.
Overall, the increase in number of discrete audio channels from two to
five did not significantly enhance presence or audio/visual quality ratings,
with the exception of audio-related enjoyment. Overall, the inclusion
of bass to a presentation, whether two channels or five, did significantly
enhance presence and a number of audio/visual quality ratings. An
overall increase in volume in the stereo condition could account for the
observed bass-related enhancement for Sense of Physical Space and the audio/visual
quality ratings. However, for ratings on Engagement, Ecological Validity
and a general presence measure (SUS3), bass offered a unique contribution
to the experience irrespective of the increased volume that it afforded.
Tele-immersion
Portal: Towards an Ultimate Synthesis of Computer Graphics and Computer
Vision Systems
Amela Sadagic,
Advanced Network and Services, Armonk, New York, USA
Herman Towles,
University of North Carolina at Chapel Hill, North Carolina, USA
Loring Holden,
Brown University, Providence, Rhode Island, USA
Kostas Daniilidis,
University of Pennsylvania, Philadelphia, Pennsylvania, USA
Bob Zeleznik,
Brown University, Providence, Rhode Island, USA
We describe
a novel approach for unifying computer graphics and computer vision systems,
and our initial results in building and using a prototype system. This
approach has three significant characteristics: unification of the real
and virtual worlds for both input and output, tele-collaboration between
remote participants, and interaction between heterogeneous stand-alone
3D graphics applications. The system is designed to run on the networks
of the future, and it is capable of transmitting blends of dynamic computer
graphics and computer vision data in real-time. In this text we concentrate
on its visual part, in particular on synergy of computer graphics and computer
vision systems as a new medium for collaboration and tele-presence. The
preliminary steps of our research make us increasingly optimistic that
in the future this technology will provide highly compelling, immersive
environments for an increasing variety of tele-collaborative applications
over high bandwidth networks.
The Meaning
of the Distance: Internet2 Performance Workshop
Sarah Drury
Temple University,
Philadelphia, Pennsylvania, USA
Tuning the
Level of Presence (LOP)
Gerard J. Kim
POSTECH, Pohang,
Kyungbuk, Korea
Experiential
E-commerce: Relationship of Physical and Social Presence to Consumer Learning,
Attitudes, and Decision-Making
Frank Biocca,
Hairong Li, and Terry Daugherty
Michigan State
University, East Lansing, Michigan, USA
The
Role of Telepresence in Exploratory Consumer Behavior
Anne-Cécile
Jeandrain
Universite
Catholique de Louvain, Louvain-la-Neuve, Belgium
There is no
more doubt that telepresence is considered as an important media characteristic
for the scientists as well as for practioners. Although more and more studies
focus on telepresence antecedents, there is an evident lack of results
on its effects (Lombard and Ditton, 1997). From a marketing point of view,
enhancing telepresence could have interesting impacts like playfulness
and enjoyment but could distract the user from the media purpose like purchase.
The presentation aims at identifying one of the conditions under which
telepresence should have positive impacts: intrinsic motivation. Indeed,
if experiencing telepresence is an intrinsically motivated activity, the
consumer should adopt an exploratory behavior, which generates itself substantial
business benefits.
Essay About
Telepresence Effects On Persuasion: Three Possible Explanations
Anne-Cécile
Jeandrain
Universite
Catholique de Louvain, Louvain-la-Neuve, Belgium
The concept
of Virtual Reality is currently very popular and is applied in various
fields such as, for instance, psychology, entertainment, medicine, teleoperation
and business. This latter is concerned (among other things) in studying
the advantage in designing immersive shops instead of more classical virtual
catalogues. Potential benefits of individual's immersion are multiple but
one is particularly interesting : persuasion. In this perspective, the
presentation aims at clarifying theoretically three possible explanations
("central route" effect, "confidence" effect and "source-monitoring error"
effect) about immersive Virtual Reality impact on persuasion.
Understanding
the Role of Mapping in Web Sites
James Coyle
and Reetika Gupta
Baruch College,
CUNY, New York, USA
Commercial web
sites have been described as "technologically simple," "thoughtful but
decidedly noninteractive," and seeming to "avoid violating fundamental
design rules through default, in that they lack sophistication" (Bucy et
al, 1998). The experiment described here explores a small piece of the
puzzle presented by the Internet's formal features. We investigate
how the design tool mapping may affect, positively or negatively, consumer's
perceived level of telepresence, their attitudes towards web sites, and
their intentions to return and/or purchase products from the site. Understanding
the role of mapping in web sites is especially important because mapping
can help create a rich environment, yet it is not as demanding of bandwidth
to the degree that other rich media tools like audio and video are.
In addition, we examine how the quality of mapping strategies may interact
with users' goals to influence the consumer’s reactions to the website.
Effects of
Presence on Spatial Perception in Virtual Environments
Jan Hofmann
DaimlerChrysler,
Berlin, Germany
Virtual
Environments As A Research Tool For Environmental Psychology: A Study Of
Comparability Of Virtual And Real Environments
Yvonne Slangen,
Yvon Schuurmans, Jolien Kooijman and Wijnand Ijsselsteijn
Eindhoven University
of Technology, Eindhoven, The Netherlands
Virtual environments
have the potential to become important new research tools in environment
behaviour research. The present study is an exploration of the comparability
of research findings in real and virtual environments. 101 participants
explored an identical space, either in reality or in a computer-simulated
environment. Additionally, the presence of plants in the space was manipulated,
resulting in a 2 (Environment) x 2 (Plants) between Ss design. Employing
a broad set of measurements we found mixed results. Performances on size
estimations and a cognitive mapping task were significantly lower in the
virtual environment. Factor analyses of bipolar adjectives indicated that
although four dimensions were similar for both environments, a fifth dimension
of environmental assessment - termed arousal - was absent in the virtual
environment. In addition, we found significant differences on the scores
of four of the scales. However, no significant interactions appeared between
Environment and Plants. Experience of and behaviour in virtual environments
has similarities to that in real environments, but important differences
as well.
Cyclopean
Vision, Size Estimation and Presence in Orthostereoscopic Images
Bernard Harper
University
of Liverpool, England
"The camera never lies" is a phrase
that almost everyone has heard and it has been found to have been literally
translated into many languages. However, experienced photographers know
that the camera always distorts to some degree, especially when imaging
people. Distortions are regularly mentioned anecdotally (Gunby, 2000; Kelly,
1998; Warner, 1995) but, until the present study, it appears that no one
has examined the fattening and slimming effects of photography in a systematic
way. The four experiments reported use changes in stereoscopic disparities
and lens angle of view to examine the effects of Body Image Distortion
in photography. The experience of direct viewing of a scene or object is
fundamental to presence research. But without careful control of image
capture and presentation parameters, predictable perceptual distortions
can occur.
A Model Of
The Psychology Of Virtual Learning
Melissa Selverian,
Ha Sung Hwang, and Cheyenne Mason
Temple University,
Philadelphia, Pennsylvania, USA
This research
presentation explores the technology, motivations, and responses identified
in a body of research on academic and medical Virtual Learning Environments
(VLEs) in order to suggest the potential value of integrating Presence
characteristics with traditional learning frameworks in the development
of a VLE model. Examples of Presence in learning environments are
presented, and an emerging pattern of instructor and learner Presence objectives
and academic and personal success and satisfaction is identified.
Particular attention is paid to the overemphasis of research on the technology-response
effect and the paucity of research on the mediating motivational factors.
The concern is raised that, while the field of instructional design demands
a consistency between the objectives and the technology form and application,
an inspection of this criterion in terms of both curricular and perceptual
standards is lacking from the studies evaluated. Emerging virtual
learning models and deficiencies in their focus are explored, and areas
of future research are proposed.
Does 'Presence'
Impact On Student Learning? The Effects Of Audio On Students' Conceptual
Learning
Anne Jelfs
and Denise Whitelock
IET Open University,
Miton Keynes, England
Passive
Haptics Increases Training Effectiveness in Virtual Environments
Brent E. Insko,
Michael
J. Meehan, Mary C. Whitton, and Frederick P. Brooks, Jr.
University
of North Carolina, Chapel Hill, North Carolina, USA
My presentation will
describe two user studies investigating the effects of augmenting passive
physical objects in virtual environments. One study examined the effect
on presence of augmenting a virtual ledge with a 1.5-inch physical ledge.
Significantlyu higher presence was found in the augmented VE sessions.
The second study investigated the effects on training of augmenting a maze-like
environment with styrofoam walls and objects. Participants were trained
in the environment either with or without the styrofoam walls in the virtual
environment, then tested by performing the same navigation while blindfolded
in a real environment. Those trained with the augmentation made significantly
fewer collisions and took significantly less time than those trained without
the augmentation.
Interfaces
for Navigation and Familiarity Training
Michael Eckmann,
Yu Li, Terry Boult, and G. Drew Kessler
Importance
of Identification in Shaping Responses to Messages
Mike Basil
University
of Lethbridge, Alberta, Canada
How can "low tech" products such as
books sometimes lead to a higher sense of presence than "high-tech" products?
This presentation reviews six studies that demonstrate a critical factor
determining a sense of presence is a person's parasocial identification
with the virtual other. These studies tested parasocial identification
as a power force in shaping responses to media. The research was done with
three different celebrities -- Magic Johnson, Princess Diana and Mark McGwire
-- as well as two studies that used real people. There two general theoretical
conclusions: Parasocial identification does predict media
effects, and further, that the level of identification mediateseffects
and that these effects hinge on identification. These findings support
the theory of parasocial identification in determining the effectiveness
of a message, and people's involvement with a situation. This sense of
presence can be a critical factor in shaping people's emotional responses
to presence situations. That is, presence simulations are likely to be
more involving, more powerful, and more real through the use of a protagonist
that instills a sense of identification. With regard to the application
to commercial products in presence contexts the main question is: How can
a sense of parasocial identification best be created? With regard
to possible negative consequences the critical question becomes: Will people
be more likely to imitate the behaviors of dramatic and gaming characters
when they instill a sense of parasocial identification?
Virtual Team
Interactions in Networked Multimedia Games - Case: "Counter-Strike" - Multi-player
3D Action Game
Tony Manninen
This presentation
describes the findings of the ethnographical research concentrating on
multi-player games. The goal is to study the interaction in these networked
virtual environments in order to find out how the player teams interact
and whether the current games provide enough possibilities for team interaction.
The focus is in acquiring general understanding of team interactions in
the context of the research. The preliminary analysis indicates that the
basic support for team interaction in action games is adequate. However,
the players tend to communicate outside the game, thus indicating that
there is a need for additional interaction support.
Presence
Revisited: Imagination, Competence, and Activity in Text-Based Virtual
Worlds
David Jacobson
Media Psychology
Is Not Yet There: Introducing Theories On The Reception Of Entertaining
Media To The Presence Debate
Christoph Klimmt
and Peter Vorderer
Hannover University
of Music and Drama, Hannover, Germany
Cognitive
Style And Presence In Virtual Environments
Adam Finkelstein
The
Illusion Of Being Present - Use Of The Tent To Create Immersive Experiences
And Its Effect On Emotions
John and Eva
Waterworth, Interactive Institute, Tools for Creativity Studio, Umea, Sweden
Rita Lauria,
Media and Interface Design Lab, USA
Virtual and
mixed reality environments can produce vivid experiences and generate powerful
emotions, in essence, affective or "perceptually-seductive" communication
(PSC). Our research is concerned with how this potential can be utilized
in the design of creative spaces and environments to support human creativity
and reflection. Within the overall aim of supporting creativity, we are
experimenting with the factors that drive the nature of subjective experiences
within virtual and mixed reality environments. Our work is based on three
hypothesised dimensions of experience: locus, focus, and sensus, where
focus describes a continuum from intense presence to absorbed absence of
mind. Our research method includes the creation of artistic productions
that combine theoretical ideas with technological innovation to elicit
affective responses in those who experience them. We describe the creation
of the Interactive Tent, and of a production for it – The Illusion of Being.
The Tent provides a novel immersive environment for experimenting with
factors affecting presence and other aspects of PSC. The Illusion exemplifies
our theoretical views in a vivid interactive experience that is unique
for each participant. In the associated demonstration, participants will
experience (at least some semblance of) the illusion of being present.
PRESENTATIONS/DEMONSTRATIONS
The Tent
John and Eva
Waterworth, Interactive Institute, Tools for Creativity Studio, Umea, Sweden
Rita Lauria,
Media and Interface Design Lab, USA
The Interactive
Tent is a test-bed for experimenting with the nature and possibilities
of experience in virtual environments. The tent has a simple and inexpensive
material structure - just like a normal tent. Video images are projected
onto the outside of the tent and viewed from inside as an immersive visual
display. There is also a 3D sound system and an inlet for smells. The tent
can detect behaviour by the user, such as restless shifting of position,
or movements of the chest in breathing, or of the arms like the waving
of a flashlight to control the representations of information displayed
on the tent walls. In its current implementation, we use pressure and motion
sensors to detect head position and degree of body movement. We also manipulate
the nature of displays to stimulate presence or absence (the focus dimension)
and vary the degree of realism, effectively moving the occupant along the
real-virtual (locus) dimension. In "The Illusion of Being" we realise four
streams of conceptualized environmental/experiential difference, inviting
participants to sample through these distinctions. These four streams of
environmental/experiential difference are designed to instantiate alternative
ways of being present. Each participant’s experience is unique.
Electronic
Presence and Vision Science: Demonstration of an
Unconventional
Full-motion Electronic Imaging System and a Discussion of Neurological
Precepts for Advanced Devices
Richard Solomon,
Program On Vision Science & Advanced Networking, University of Pennsylvania,
Philadelphia, Pennsylvania, USA
Eric Rosenthal,
Media Research Lab, New York University, USA
Immersive
Remote Reality Using Omnidirectional Video
Michael Eckmann,
Yu Li, Terry Boult, and G. Drew Kessler