Auflistung nach Schlagwort "Presence"
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- Conference paperBeyond Realism: Rethinking Presence in Virtual Environments for Abstract Concept Learning(Proceedings of DELFI 2024, 2024) Baberowski, David; Leonhardt, Thiemo; Lilienthal, Lanea; Bergner, NadinePresence, as the feeling of actually being in a virtual place, is an important metric for VR learning applications due to its positive impact on learning. In the literature, the level of immersion a system can provide is assumed to be the main factor influencing presence. This paper investigates this assumption for virtual environments in abstract learning contexts that are not based on reality. This is done by building a physical replica of a VR learning game and comparing both in terms of learning outcomes and presence. The study shows that subjects do not have a consistent view of what can be described as real in abstract contexts, suggesting that the distinction between reality-based virtual environments and those in abstract contexts is important in terms of presence.
- KonferenzbeitragThe Effect of Presence and Appearance of Guides in Virtual Reality Exhibitions(Mensch und Computer 2019 - Tagungsband, 2019) Rzayev, Rufat; Karaman, Gürkan; Wolf, Katrin; Henze, Niels; Schwind, ValentinVirtual reality (VR) enables users to experience informal learning activities, such as visiting museum exhibitions or attending tours independent of their physical locations. Consequently, VR offers compelling use cases by making informal learning and education accessible to a broader audience and simultaneously reducing the carbon footprint. For many learning activities, the presence of a human guide is essential for participants' experience. The effect of the presence of a guide and its appearance in VR is, however, unclear. In this paper, we compare a real-world guide with a realistic, an abstract, and an audio-only representation of a virtual guide. Participants followed four multimodal presentations while we investigated the effect on comprehension, presence, co-presence and the perception of the guide. Our results show that even a realistic presentation of a guide results in significantly lower co-presence, humanness, and attractiveness compared to a human guide. Qualitative results and participants' feedback indicate that having no visual representation of the guide helps to focus on the content but can reduce the connection with the guide.
- KonferenzbeitragParlay PAM in 3GPP's IP-multimedia subsystem(Kommunikation in Verteilten Systemen (KiVS), 2005) Klaus, Jens-Michael; Magedanz, ThomasThe document will give a brief overview of the Presence and Availability -specification in general, protocols used in the IP Multimedia Subsystem - namely SIP and Diameter - and will show a possible mapping for PAM-methods to the underlying infrastructure. In addition it will describe the IMS infrastructure developed at Fraunhofer Fokus and the implementation of the PAM-server
- ZeitschriftenartikelSozialer Einfluss computergenerierter Agenten in einer virtuellen Umgebung (Social Influence of Computer-Generated Agents in a Virtual Environment)(i-com: Vol. 5, No. 2, 2006) Ollesch, Heike; Heineken, EdgarWenn Akteure in virtuellen Umgebungen mit computergenerierten Agenten (agent avatars) umgehen und dabei wissen, dass sie nicht mit wirklichen Menschen interagieren, ist die soziale Präsenz gering. Können computergenerierte Agenten dennoch sozialen Einfluss auf die Akteure ausüben? Nach Blascovich et al. (2002) ist dies möglich, wenn die geringe soziale Präsenz durch einen hohen Grad an “behavioral realism” beim Design der Agenten kompensiert wird. Ob ein hinreichender Behavioral Realism erzeugt werden kann, indem computergenerierte Agenten so modelliert werden, dass ihr Verhalten in der Kommunikation mit den Akteuren in konsistenter Weise Persönlichkeitseigenschaften und Motive widerspiegelt, ist Gegenstand der Untersuchung. In Anlehnung an das Modell von Blascovich wird die Hypo these experimentell geprüft, dass bezüglich ihrer Kommunikationscharakteristika unterschiedlich gestaltete “Agenten-Persönlichkeiten” in unterschiedlicher Weise sozialen Einfluss auf das Verhalten und Erleben der ...
- KonferenzbeitragTake a Seat -- The Influence of Physical Seating in a Virtual Environment on Acceptance, User Experience and Presence(Mensch und Computer 2021 - Tagungsband, 2021) Brade, Jennifer; Rüffert, Danny; Kögel, Alexander; Bernhagen, Max; Klimant, Franziska; Bullinger, Angelika C.The integration of real, physical objects into virtual scenarios enables direct haptic feedback for the user. In addition to the interaction with small, hand-held, hybrid objects, i.e., objects that exist both in the virtual and real environments, it is also possible to interact with more massive objects, such as tables and chairs. A virtual assembly scenario for both a seated and a standing assembly workstation to be used in conjunction with a standing-height drill station was developed and matching physical and virtual representations of the furniture, a movable work chair, was added. The virtual world was dynamically aligned to the real object by means of tracking hardware, so that virtuality and reality shared the same spatial position in relation to the user. Within a study, the participants had to carry out a manual assembly task on both workstations, thus physically and dynamically interacting with and using (sitting down on, getting up from) the real chair integrated in the virtual scenario of the seated workbench. The chair was absent in the scenario of the standing assembly workbench. The collected data on subjective cognitive workload, user experience and presence are supposed to provide an initial indication of the influence of such physical objects in the virtual world. Furthermore, the question of how trust in physical objects can be increased in the virtual world is investigated.
- KonferenzbeitragThe tension between abstract and realistic visualization in VR learning applications for the classroom(21. Fachtagung Bildungstechnologien (DELFI), 2023) Leonhardt, Thiemo; Lilienthal, Lanea; Baberowski, David; Bergner, NadineWhile learning applications such as driving simulations aim for the most realistic experience possible, learning in other applications can be hindered by unintentional distractions. Similarly, VR learning applications with a high sense of presence address the learner's attention as well as the emotional component of learning. A high sense of presence can also evoke negative feelings in learners due to the emotional component and thus hinder the learning process. With this tension in mind, this paper analyses two different VR learning applications. The results show no effect of abstract visualization in contrast to realistic, high visualization on user preference and usability between both applications with constant high presence.
- ZeitschriftenartikelUsing Presence, Spatial Formations and Sociometry to Measure Interaction Quality in Mobile Robotic Telepresence Systems(KI - Künstliche Intelligenz: Vol. 28, No. 1, 2014) Kristoffersson, AnnicaThe use of video mediated communication technologies for interacting is increasing. An extension of these is mobile robotic telepresence (MRP) systems, video conferencing systems mounted on teleoperated mobile robots. The nature of the interaction via an MRP system is more complex than face-to-face interaction and involves not only social communication but also mobility. This research focuses on the use of MRP systems in domestic settings in elder care and contributes to the understanding of how interaction is affected by MRP system embodiment.
- KonferenzbeitragVirtual Reality in Health Care Education: A Study about the Effects of Presence on Acceptance and Knowledge Improvement among Health Care Students(DELFI 2020 – Die 18. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 2020) Plotzky, Christian; Lindwedel-Reime, Ulrike; Bejan, Alexander; König, Peter; Kunze, ChristopheWith an ever-increasing need of skilled healthcare workers, efficient learning methods like Virtual Reality are becoming increasingly important. A VR simulation for endotracheal suction intervention was developed and tested. The aim of this pilot study is to examine the VR simulation’s acceptance and knowledge improvement. Furthermore, the effect of presence on acceptance and knowledge improvement was investigated. A total of 51 students participated in the pilot study, using pre-post-test design. A modified Unified Theory of Acceptance and Use of Technology (UTAUT) and Igroup Presence Questionnaire (IPQ) were used. Correlation and regression analysis were performed. Pre- and post-tests showed a significant knowledge improvement (p<0.001). Correlation between presence and behavioural intention was highly positive (r=0.52, p<0.001). Performance and effort expectancy are dominant in effect on behavioural intention of using VR learning simulation. The results indicate that a simulation, which conveys a higher sense of presence, is more likely to be accepted.
- ZeitschriftenartikelVirtual Reality in Healthcare Skills Training: The Effects of Presence on Acceptance and Increase of Knowledge(i-com: Vol. 20, No. 1, 2021) Plotzky, Christian; Lindwedel, Ulrike; Bejan, Alexander; König, Peter; Kunze, ChristopheWith an ever-increasing need of skilled healthcare workers, efficient learning methods like Virtual Reality (VR) are becoming increasingly important. We developed and tested a VR simulation for endotracheal suctioning. The aim of this pilot study was to examine the VR simulation’s acceptance and increase of knowledge among participants. Furthermore, the effects of presence on acceptance and increase of knowledge were investigated. A total of 51 students participated in the pilot study, using a quasi-experimental pre-post-test design. A modified Unified Theory of Acceptance and Use of Technology (UTAUT) and the Igroup Presence Questionnaire (IPQ) were used. Correlation and regression analyses were performed. Pre- and post-tests showed a significant increase of knowledge (p < 0.001). The correlation between presence and behavioural intention was highly positive (r = 0.52, p < 0.001). Performance and effort expectancy are dominant effects on behavioural intention of using the VR simulation as an educational tool. The results indicate that a simulation which conveys a higher sense of presence is more likely to be accepted by learners. Regarding outcomes of presence on increase of knowledge, we found no significant correlation. Based on our study, we propose a design for a future mixed reality simulation with haptic elements and a plan on how to assess skills improvement.