The Psychology of Virtual Presence: Research Ideas
Andrew Patrick
January 24, 2002
NOTE: this is a set of research ideas that I
developed a few years ago, but did not have a chance to follow-up.
If anyone is interested in conducting research like this, please contact me at
(Andrew.Patrick@nrc.ca)
Introduction
A growing number of products
are attempting to create a sense of presence where users feel that remote
objects are actually nearby, or synthetically created objects actually
exist. Creating a sense of presence is
often a goal for training simulators and thrill rides as well as virtual
reality (VR) systems, home theatres, IMAX films, HDTV, and video arcade
games. Remote communications, such as
those enabled by videoconferencing systems, also attempt to create a sense that
distant users are physically present, or at least can be treated that way
during conversations. Creating a sense
of presence is felt to be important because it makes products appear more
natural, immediate, direct, and real (Lombard & Ditton, 1997). This research project is a scientific
examination of this sense of presence and the role it plays in creating
satisfying and successful products and systems.
Definitions
In discussions on the topic
of presence, important terms have not always been used consistently. Since presence is a phenomenon that is
subject to personal interpretation, developing a consistent language for
discussing the topic is important. In
this section, definitions are provided for the important concepts in presence
research.
The term "presence" is defined as "the fact
or condition of being present" or "something… felt or believed to be
present" (Webster's New Collegiate
Dictionary, 1981). Thus,
"presence" may indicate a true condition when an object is actually
present in the physical world (the first definition). The term "presence" may also connote a personal
perception of the real world, embodied in a feeling or belief (the second
definition). This perception may be
wrong at times when a perception of presence occurs when an object is not
present in the real world. This case we
will call the "illusion of presence" (Heeter, 1992), and our interest
is in how products can create the illusion of presence and use it for positive
outcomes.
Like most perceptual
illusions, the illusion of presence is not abnormal but instead is a function
of the normal operations of our perceptual and social systems. For the illusion of presence, it is likely
that the human perceptual system has evolved a safety mechanism for rapidly
reacting to threats that assumes that all stimuli are real until further
information is available. This may be a
very valuable strategy at certain times (i.e., during periods of sleep or
daydreaming), but a by-product is an illusion of presence where objects can
appear to be present when they are not (Lombard & Ditton, 1997). By examining illusions in detail, we can
often learn a great deal about the underlying perceptual processes.
A related term in this area
of research is "telepresence",
which can be defined as an illusion of presence that occurs over a distance
that is mediated by telecommunications technologies. In telepresence, the mediating technology may become invisible to
the users so that remote people or objects appear to be locally present, or at
least can be treated that way during the course of communications. Creating telepresence is often an explicit
goal of videoconferencing systems (e.g., Bocker & Muhlbach, 1993; Muhlbach,
et al., 1995).
"Virtual presence" can be defined as an
illusion of presence that is created by artificial devices, such as computer
displays, headphones, etc. Virtual
presence is often associated with "Virtual Reality" (VR) or "Virtual
Environment" (VE) systems, where computers are used to generate objects
and environments that are presented to users through a number of senses (i.e.,
vision, hearing, touch). (Since the
term "virtual reality" is an oxymoron, the more informative term
"virtual environment" (VE) will be used here.) In many virtual environment systems,
immersive input devices (e.g., vivid head-mounted displays, stereophonic
headphones) are used to stimulate the senses and people experience a compelling
illusion of being somewhere they are not (Slater & Wilbur, 1997). Virtual presence can be considered as a
special case of telepresence where the remote environment is artificially
created (Schloerb, 1995). This phenomenon
of virtual presence is the topic of interest for this research project.
It should be noted that an
illusion of presence is not new to computer systems and immersive virtual
environments. "Literary presence" can be defined as
an illusion of presence that is created by story telling. This illusion is a common artistic goal for
such traditional communication technologies as books, theatre, television, and
film (Lombard & Ditton, 1997).
Through the written word, the spoken voice, and images on film, people
can be made to believe, at least at a shallow level, that they are somewhere
they are not, or in the presence of people and objects that do not actually
exist. The strength of the illusion is
related to a willingness in the audience to suspend disbelief. New computer technologies have simply made
it possible to create more compelling illusions, and forced storytellers to be
more conscious of the illusions of presence they can create. A good example of this is the illusion of
presence that can be created by text-based virtual environments (e.g., MUDs and
MOOs; Roberts et al., 1996; Towell & Towell, 1997).
"Psychology" is the science of
behaviour and mental processes. It is
the study of how and why people (and other organisms) do what they do
(Gleitman, 1986). Within Psychology,
there is a sub-field of "human-computer interaction" (HCI) that is
concerned with the behaviour and mental processes involved when people interact
with and through computers (and technology in general). HCI research can be motivated by discovery,
where researchers attempt to determine the important phenomena and principles
involved when humans and computers interact.
HCI can also be a science of design, where researchers attempt to
support the interaction of people and technology through the development of new
technologies (Carroll, 1997). In
practice, HCI research tends to be a blend of discovery and development.
With these definitions in
place, we can now define the topic of this research project: "The Psychology of Virtual Presence". This research is an attempt to understand
the mental processes associated with the illusion of artificial objects being
present when they are not, the behaviour this illusion can cause, and the
implications that it has for the design of technology.
Importance to Industry
We are seeing increasing
interest in the use of virtual environment technologies for a number of
applications. Virtual environment
systems are being developed for a variety of training situations, including
automobile driving, pilot training, equipment maintenance, medical procedures,
military combat tactics, astronauts, and fire-fighters (to mention only a
few). VE systems are also being used
for numerous design tasks, such as architecture and automobile designs. Virtual environment technologies are finding
their way into games and entertainment systems, where we are seeing interactive
3D graphics and low-cost head-mounted displays. More recently, VE systems have proven to be a successful tool for
the treatment of phobias. It is clear
that interest in virtual environments will continue to grow for the foreseeable
future.
One research area that is
receiving a lot of attention lately is distributed virtual environments (DVEs),
where people work together in a virtual environment even if they are physically
separated by thousands of miles. DVEs
might be used to collaborate on design projects, so architects can "walk
through" virtual designs together regardless of where they are located
physically. DVEs might also be valuable
for distance education, where students and teachers could interact with each
other and synthetic objects in the virtual environment. The military has a keen interest in
developing distributed simulations where multiple users could be trained in
large, worldwide battle simulations (Waters & Barrus, 1997).
For all of these applications,
we need a better understanding of what presence is, what causes it, and what
are the positive and negative effects of using VE technologies (Lombard &
Ditton, 1997). There is some suggestion
that an illusion of presence is valuable because it increases motivation and
leads to better learning and a more engaging experience (but see Ellis, 1996,
for a contrary opinion). Systematic
research on these effects has been lacking, however.
An understanding of presence
is also needed to support the design of new VE systems. We need to know the role an illusion of
presence plays in these systems, and we must determine the factors that are
most important for creating an illusion of presence. For example, we need to know how important such factors as visual
display fidelity, response time, and interactivity are for developing VE
systems.
There are also a number of
important research issues for DVE systems related to the communications
networks used to connect remote users.
What data bandwidth is required to maintain an illusion of
presence? How fast must the systems
communicate, and what level of interactivity is required?
Key
Research Issues
A review of the literature
has suggested a number of important issues for research on virtual presence,
and a clear starting point for new research.
(Interested readers should see Biocca & Levy, 1995, and Lombard
& Ditton, 1997, for recent reviews.)
Causes, Control, and Manipulation of Virtual Presence
When designing VE systems, a
developer needs to know how to induce an illusion of presence and how this
illusion can be controlled. For
example, some research has suggested that the most important cause of the
illusion is the number of senses receiving input. Systems that present data to more of the visual, auditory,
tactile, and kinetic senses will produce more of an illusion than systems that
involve fewer of the senses. Virtual
technologies that involve and saturate more of the senses are said to be more
"immersive" than other systems.
Research has also suggested that it is the consistency of the data
across the senses that is most important, so an illusion of presence occurs
when the visual, auditory, and other channels are all working together.
Other research has examined
the characteristics of the visual display used in virtual environments. Factors that appear to be important include
the image size, usually expressed as the portion of the visual field involved
by the display. The image quality is
also thought to be important, and this includes using stereoscopic technologies
to present 3D images (e.g., Barfield & Weghorst, 1993; Hendrix &
Barfield, 1996a; Welch et al., 1996).
The rendering techniques are also important, with the use of close-ups,
point-of-view angles (e.g., automobile bumper cameras), and subjective
viewpoints all considered important for creating the illusion of presence. The obtrusiveness of the technology is also
thought to be important, with a stronger illusion being possible if the medium
does not draw attention (e.g., the edges of a visual display are not visible).
The aural channel has also
received attention. The quality of the
audio signal and the dimensionality induced by multiple channels are thought to
be important in this research (e.g., Hendrix & Barfield, 1996b). Other senses have also been examined, most
notably the kinetic sense involved in detecting body movements. This sense is commonly exploited in
simulator rides that use tilting and bumping movements to create the illusion of
forward motion. The tactile sense has also
been used in systems that present force feedback and textures to the
users. Some VE entertainment systems
have even attempted to involve the sense of smell, even if it is just using
scratch-and-sniff cards in movie theatres.
Another important factor in
creating an illusion of presence is the amount of interactivity between the
user and the virtual environment. The
illusion is said to be stronger when the user has multiple methods to enter
input, is able to control the environment and manipulate objects in a natural
fashion (e.g., grasping), and receives rapid responses and feedback (e.g.,
Welch et al., 1996; Zeltzer, 1992).
There are also a number of
social factors that are thought to be important for creating an illusion of
presence. Environments are said to
create more presence if there are a number of other people involved, if the
interactions appear to be "live", and if the characters and stories
are realistic.
Finally, user
characteristics are also important. A
willingness to suspend disbelief may be an important user characteristic when
attempting to induce an illusion of presence.
In addition, users' prior experience and level of expertise with the
technology may be important, with more experienced users being less likely to experience
an illusion of presence. There has also
been some speculation that personality types and cognitive styles are important
for determining personal reactions to virtual environments.
In all of these cases, there
has been an abundance of discussion of the causes of presence, but very little
systematic research. Few studies have
carefully manipulated these variables and measured the effects on users.
The Effects of Virtual Presence
Another important area of
research is the effect of virtual presence.
What are the positive and negative consequences of creating an illusion
of presence, and what does this mean for system design? Are all the effects of virtual environments
positive, or can it be too intense for some applications and users?
There can be a number of
physiological effects of experiencing virtual environments. Some researchers have suggested that an
illusion of presence creates higher levels of arousal. There have also been demonstrations of
various automatic responses to the virtual stimuli, such as ducking when
looming objects are presented. The most
notable physiological effects, however, are "vection", an illusion of
self-motion, and sickness (Prothero et al., 1995). "Simulator sickness" is a common occurrence that
appears to be related to a mismatch of sensory inputs that occurs with some
virtual environments. One simplistic
theory suggests that simulator sickness is caused by a mismatch of the kinetic
and visual senses. When the motion and
visual sensations do not match the body assumes that it has been poisoned,
since poisons produce similar symptoms, and takes the most appropriate action
(vomiting). This suggests that
high-quality systems that ensure a good correlation between the kinetic and
visual senses should be less prone to sickness problems. Simulator sickness is a serious problem that
must be solved before immersive technologies can be widely adopted.
There are also psychological
effects of virtual environments. VEs
are said to produce more enjoyment and involvement than other media types. Material viewed using virtual technology is
supposed to be more memorable and more persuasive (Kim & Biocca,
1997). In addition, working in virtual
environments is thought to lead to better task performance, and better skills training. A psychological effect of particular
interest is desensitisation to the stimuli experienced in a virtual
environment. This is being exploited in
research on the treatment of phobias, where people are better able to deal with
the phobic stimuli (e.g., snakes or spiders) after they are experienced in an
immersive virtual environment.
Measurement of Virtual Presence
The most important research
issue is the measurement of virtual presence.
How can we measure the illusion of presence in systematic and
quantifiable ways? Without reliable,
quantitative measures, it is impossible to answer the important questions in
this field of research (Prothero et al., 1995; Schloerb, 1995).
The most common approach to
measuring the illusion of presence is the problematic method of self-report
questionnaires. Users who experience
virtual environments are often asked to rate their agreement with such
statements as:
The VE came to me and created a new world for me.
I felt I was in the world the VE created.
I forgot that I was in the middle of an experiment.
My body was in the room, but my mind was inside the
world created by the technology.
The virtual world was more real or present for me
compared to the "real world." (adapted from Kim
& Biocca, 1997)
Although such questionnaires
have been useful for developing the concept of presence, self-report measures
have a number of problems. Users may
use different meanings for the terms in the questions, resulting in different
ratings for equivalent experiences. It
is also not clear what dimensions of experience should be addressed in the
questions. Kim and Biocca (1997)
propose that there are two dimensions of presence that must be covered: a
departure from the real world and an arrival in a virtual world. Sheridan (1996) suggests that three
orthogonal dimensions are important for the illusion of presence: the
information content of the stimulus (e.g., "The virtual image is compelling.
Difficult to discriminate the virtual from the real based on given image."),
the ability to modify the viewpoint in the VE (e.g., "Viewpoint with respect to the virtual environment can
be changed easily…"), and the ability to modify and manipulate
the VE (e.g., "Able to modify
environment freely as easily as one would with bare hands or tools in a real
environment."). Thus,
it is not clear what self-report questionnaires should be asking about.
Given the inherent problems
with subjective reports, some researchers have sought more objective measures
of presence. Measuring the
physiological effects of virtual environments is a likely alternative. One could measure changes in pupil size,
skin conductance, blood pressure, and heart rate while users experience various
VEs and attempt to correlate the features of the stimuli with the physical
responses (Barfield & Weghorst, 1993).
Strickland and Chartier (1997) went so far as to measure changes in EEG
patterns during exposure to real and virtual environments and found systematic
differences in brain activity. Held and
Durlach (1991) suggest measuring the startle responses (e.g., blinking or
ducking) to unexpected or looming stimuli, since this should indicate the
extent that users are interpreting the environment as real. Unfortunately, it is not clear if such
physical measures correlate with the illusion of presence experienced by users
of virtual environments. Sheridan
(1992) has argued that virtual presence is a subjective sensation that does not
correspond with physiological definitions and measurements (much like mental
workload), but there is little evidence on this issue.
Sheridan (1992, 1996) has
suggested a psychophysical approach to measuring presence that may be
interesting to pursue. The users' task
would be to discriminate, using standard psychophysical techniques, between
real and virtual environments. Given
the poor quality of today's virtual environments, this discrimination will be
easy. However, if perceptual
"noise", created by filters or transformations, is added to the
stimuli (both real and virtual) the discrimination will become harder and
harder, until eventually the real and virtual environments are no longer
distinguishable. The measure of
presence becomes the amount of noise that is needed to make the real and virtual
environments indistinguishable. Higher
levels of virtual presence would be indicated by less noise required. The types of "noise" that could be
manipulated in such experiments include resolution, frame rate, and colour for
visual stimuli, and others could be developed for the other sensory modalities.
Another approach to
developing objective measures of presence is being pursued in the Human
Interface Technology (HIT) Laboratory at the University of Washington, one of
the leading centres for virtual environment research. Similar to the psychophysical techniques proposed by Sheridan,
the HIT lab is comparing real and virtual stimuli directly (Prothero et al.,
1995). Real and virtual stimuli are
presented at the same time and arranged in conflict. Presence is indicated when the virtual stimuli dominate over the
real stimuli. For example, in one
experimental procedure, subjects are placed in a chair perched on a rotating
platform and the chair is oscillated back and forth with some frequency (much
like the motion of a washing machine agitator). At the same time, the subjects are immersed in a virtual
environment using a stereoscopic 3D, head-mounted display. The visual display also oscillates in a
similar manner to the real environment.
The subjects' task is to adjust the visual display to minimise any
perception of motion (vection).
Presence is indicated when the visual display is able to dominate and
nullify the sensations created by the real motion. The results of such experiments have not been published, but this
looks like a promising approach to developing objective measures of presence.
Researchers at the HIT Lab
have another interesting approach to the measurement problem. Borrowing on research in human memory, it is
proposed that presence can be measured by the amount of confusion between
memories of real and virtual events (see Hoffman et al., 1994; Hullfish,
1995). A "source monitoring"
paradigm is used where subjects are asked to remember the source of certain
memories. In the classic memory
research it was shown that under certain conditions people could have
difficulty distinguishing between real and imagined events (e.g., Johnson et
al., 1981). For example, people can
fail to remember whether an experimenter read a word to them or they generated
the word themselves from some semantic cues.
The theoretical explanation is that there are a number of memory
characteristics (or qualities) associated with the memory for events,
specifically sensory, contextual, semantic, emotional and operational
characteristics (Johnson et al., 1993).
Memories from different sources have different memory
characteristics. For example, memories
from viewing a movie would have different visual and contextual characteristics
than memories from real events.
Normally, the different memory characteristics make it easy to identify
the source of memories, but source confusions can occur when there is high
similarity between the memory characteristics.
Since virtual presence is
defined as the illusion of something being physically present when it is not,
it follows that confusions between memories for actual and virtual events can
provide a measure of presence. This was
demonstrated in research done by Keith Hullfish for an Engineering MSc thesis
at the HIT Lab. Hullfish (1996)
conducted an experiment where people were asked to memorise spatial displays of
objects presented in a pattern (i.e., a collection of boxes on the floor). The objects were presented in three
environments: a real environment that included actual boxes arranged on the
floor of a room, a virtual environment that presented the boxes in a
stereoscopic head-mounted display, and an imagined environment where subjects
were instructed to imagine the boxes arranged in the room. The dependent variable was the memory for
the source of the displays during a later recognition test that included new
patterns not seen in any of the display environments.
Hullfish found that people
did confuse the memories for real and virtual displays. On 34% of the questions, people remembered
the virtual patterns as being real. In
fact, people only remembered the virtual displays as being virtual 28% of the
time. In addition, the people in this
study were more confident of their memories when they remembered the virtual
displays as being real than when they correctly remembered them as
virtual. These findings suggest that
memories for real and virtual events can share similar memory characteristics,
and this may be a very useful measure of virtual presence. Presence would be indicated by the amount of
memory confusions between real and virtual events.
Research
Ideas
The research that I have
planned will address the issue of the measurement of virtual presence. The overall goal is to develop an
understanding of the psychology of virtual presence. This will be done by examining some approaches to the measurement
of virtual presence and conducting a systematic examination of the factors that
contribute to an illusion of presence.
Another desired outcome is findings that will be useful when making design
decisions for virtual environment technologies.
My initial experimentation
will be based on the work done at the HIT Lab on source memory for virtual
events. I will use the source
monitoring paradigm to determine if there are differences in the memories for
virtual events that are manipulated in ways thought to be important for
creating an illusion of presence. For
example, the visual fidelity of virtual displays will be modified and the
effects on source monitoring errors will be examined. It is hypothesised that higher quality displays will lead to more
of an illusion of presence, and more confusion with memories for real
events. I also plan to evaluate the
quantitative relationship between environment manipulations and the resulting
memory variables.
In future studies it may be
possible to adopt some of the ideas proposed by Sheridan and manipulate the
noise of the real and virtual displays until they are indistinguishable in
later memory tests. The amount of noise
that is needed to make the memories indistinguishable would provide a measure
of presence created by the virtual environment.
I have discussed this
research with Hunter Hoffman, one of the lead researchers on virtual presence
at the HIT Lab. His reactions
were: "Great research program you have in mind. Please keep me posted on
developments. …the area is almost completely unexplored."
References
Barfield, W., & Webhorst, S.
(1993). The sense of presence
with virtual environments: A conceptual framework. Proceedings of the Fifth International
Conference on Human-Computer Interaction, 699-704.
Biocca, F., & Levy, M.R.
(1995). Communication in the age of virtual reality. Hillsdale, N.J.: Lawrence Erlbaum
Associates.
Bocker, M., & Muhlbach, L.
(1993). Communicative presence in
videocommunications. Proceedings of the Human Factors and Ergonomics
Society 37th Annual Meeting.
Santa Monica, CA: The Human Factors and Ergonomics Society. pp. 249-253.
Carroll, J.M. (1997). Human-computer interaction: Psychology as a
science of design. International Journal of Human-Computer Studies, 46,
501-522.
Ellis, S.R. (1996). Presence of mind: A reaction to Thomas
Sheridan's "Further musing on the psychophysics of presence". Presence,
5(2), 247-259.
Gleitman, H. (1986). Psychology
(Second Edition). New York: Norton.
Heeter, C. (1992). Being there: The subjective experience of
presence. Presence, 1(2), 262-271.
Held. R.M., & Durlach, N.I.
(1992). Telepresence. Presence,
1(1), 109-112.
Hendrix, C., & Barfield, W.
(1996a). Presence within virtual
environments as a function of visual display parameters. Presence,
5(3), 274-289.
Hendrix, C., & Barfield, W.
(1996b). The sense of presence
with auditory virtual environments. Presence, 5(3), 290-301.
Hoffman, H.G., Hullfish, K.C., & Houston, S.J. (1995).
Virtual reality monitoring. In Proceedings of Virtual Reality Annual International
Symposium (VRAIS), March 11-15, Research Triangle Park, North
Carolina. Los Alamitos, CA: IEEE
Computer Society Press.
Hullfish, K.C. (1996). Virtual
reality monitoring: How real is virtual reality? Unpublished M.Sc. Thesis, Department of
Engineering, University of Washington.
Available:
http://www.hitl.washington.edu/publications/hullfish/
Johnson, M.K, Raye, C.L., Foley, H.J., & Foley, M.A. (1981).
Cognitive operations and decision bias in reality monitoring. American
Journal of Psychology, 94(1), 37-64.
Johnson, M.K., Hashtroudi, S., & Lindsay, D.S. (1993). Source monitoring. Psychological Bulletin, 114(1),
3-28.
Kim, T., & Biocca, F. (1997). Telepresence via television: Two dimensions
of telepresence may have different connections to memory and persuasion. Journal
of Computer-Mediated Communication, 3(2) [Online]. Available:
http://www.ascusc.org/jcmc/vol3/issue2/kim.html
Lombard, M., & Ditton, T.
(1997). At the heart of it all:
The concept of presence. Journal of Computer-Mediated Communication, 3(2) [Online].
Available:
http://www.ascusc.org/jcmc/vol3/issue2/lombard.html
Muhlbach, L., Bocker, M., & Prussog, A. (1995). Telepresence in
videocommunications: A study on stereoscopy and individual eye contact. Human
Factors, 37(2), 290-305.
Prothero, J, Parker, D, Furness, T & Wells, M (1995). Towards a
robust, quantitative measure for presence. In Proceedings
of the Conference on Experimental Analysis and Measurement of Situation
Awareness, 359-366.
Available:
http://www.hitl.washington.edu/publications/p-95-8/
Roberts, L.D., Smith, L.M., & Pollock, C. (1996). Exploring virtuality: Telepresence in text-based
virtual environments. Paper
presented at the Cybermind Conference, Curtin University of Technology, Perth,
Australia. Available: http://psych.curtin.edu.au/people/robertsl/Telep.htm
Schloerb, D.W. (1995). A quantitative measure of telepresence. Presence,
4(1), 64-80.
Sheridan, T.B. (1992). Musings on telepresence and virtual
presence. Presence, 1(1), 120-126.
Sheridan, T.B. (1996). Further musing on the psychophysics of
presence. Presence, 5(2), 241-246.
Slater, M., & Wilbur, S.
(1997). A framework for immersive
virtual environments (FIVE): Speculations on the role of presence in virtual
environments. Presence, 6(6), 603-616.
Strickland, D., & Chartier, D.
(1997). EEG measurements in a
virtual reality headset. Presence, 6(5), 581-589.
Towell, J., & Towell, E.
(1997). Presence in text-based
networked virtual environments or "MUDS". Presence, 6(5),
590-595.
Waters, D., & Barrus, J.
(1997). The rise of shared
virtual environments. IEEE Spectrum, March.
Webster's New Collegiate Dictionary. (1981).
Toronto: Thomas Allen & Son.
Welch, R.B., Blackmon, T.T., Lui, A., Mellers, B.A., & Stark,
L.W. (1996). The effects of pictorial realism, delay of visual feedback, and
observer interactivity on the subjective sense of presence. Presence,
5(3), 263-273.
Zeltzer, D. (1992). Autonomy, interaction, and presence. Presence,
1(1), 127-132.
Appendix: A Possible First Experiment
If there is a lack of
virtual environment equipment, the first experiments can be rather simple. For example, chess game displays could be
used for the experimental stimuli.
Positions consisting of six pawns, appearing one-at-a-time under user
control and arranged in a geometric pattern, could be used for the memory
tests. Subjects would be instructed to
memorise the patterns for a later recognition test. The independent variable would be type of environment used for
the displays, and this would include four conditions:
real: a real chessboard and real pawns
video: a video recording of a
chessboard and pawns shown on a large-screen television set
VRML: a chessboard and pawns
rendered in the Virtual Reality Mark-up Language (VRML) and displayed on a
computer screen. Users would be
encouraged to use the VRML viewer program to control their viewpoint during
study. (Other experiments could also
include a 3D VRML condition using LCD shutter glasses to produce a 3D
experience.)
computer game: a chessboard and pawns displayed by a
computer program that uses a perspective view (i.e., from a player's viewpoint
behind one side of the board)
Subjects would study
displays under the four conditions on different trials. The memory test would use a simple 2D paper
display of chess positions that showed an overhead board view. These test displays would be very different
from any of the study conditions. The
subjects' task during the memory test would be to discriminate between old
(studied) board patterns and new patterns not seen during the study phase. The subjects would indicate whether each
test display was seen in a "real", "video",
"game", or "VRML" environment, or not seen before. Subjects would also be asked to rate their
confidence in their memory judgements.
Finally, in order to be complete the subjects will also be asked for
self-reports about the nature of any illusion of presence created in the
various environments. For this
measurement, I will use some of the questionnaire items that have been used in
other presence research.
The experimental hypotheses
are:
·
subjects will be fairly
accurate in remembering old versus new displays
·
it will be difficult for
subjects to remember the source of the displays
·
subjects will often confuse
real and virtual displays
·
the amount of confusion
between real and virtual displays will vary depending on the quality of the
virtual environment, perhaps in the order of "video",
"VRML" and "game".
·
confidence ratings will also
reflect the quality of the virtual environments
·
the subjective reports of an
illusion of presence will be correlated with the amount of memory confusions