Auflistung nach Schlagwort "presence"
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- KonferenzbeitragA Distributed Virtual Reality Study Under COVID-19 Conditions - Comparing Continuous and Non-Continuous Locomotion Techniques in Mobile VR(Mensch und Computer 2021 - Tagungsband, 2021) Dresel, Markus; Jochems, NicoleThe ongoing COVID-19 pandemic complicates empirical virtual reality (VR) research and especially laboratory studies. As an alternative study design, we conducted a distributed VR study that took place in the participants’ homes, using mobile VR goggles and personal smartphones. We investigated the influence of two different locomotion techniques on presence, usability, and cybersickness. Subjects were asked to solve a navigation task once with the continuous “Look-Down-to-Move” technique and once with the non-continuous “Point-And-Teleport” technique. Surprisingly, the two locomotion techniques performed comparably well on all variables assessed. The study design showed to be understandable and conductible for the subjects. However, we found that (1) hardware limitations of the used smartphones and (2) confounding factors that are beyond the control of the experimenters could have distorted the results of the study.We propose using uniform hardware and imposing stricter rules for participation to achieve more controlled conditions. Our results hint that the impact of the continuity of locomotion on presence, usability, and cybersickness may be less severe in the context of mobile VR than in immersive high-end VR devices. If these findings are corroborated by subsequent studies, they could provide designers of mobile virtual environments (VEs) with more flexibility when developing a suitable locomotion technique for their application.
- WorkshopbeitragGerman Translation of the Multimodal Presence Scale(Mensch und Computer 2018 - Tagungsband, 2018) Volkmann, Torben; Wessel, Daniel; Jochems, Nicole; Franke, ThomasPresence is a key variable in virtual reality. A differentiated assessment of presence is necessary to com-pare different versions of VR environments. The Multimodal Presence Scale (MPS) by Makransky, Lilleholt, and Aaby (2017) was developed to measure physical, social and self-presence. However, the scale is not yet available in German. We provide a professional translation of the scale and first indicators of its reliability, esp. in the context of assessing social presence, an increasingly important aspect of pres-ence.
- KonferenzbeitragPlaying in virtual nature: improving mood of elderly people using VR technology(Mensch und Computer 2020 - Tagungsband, 2020) Graf, Linda; Liszio, Stefan; Masuch, MaicAge-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating tasks, playful elements and virtual natural environments in one VR app tailored for elderly people. We developed a virtual walk in the forest where the players can solve cognitive tasks in two mini-games. To support a feeling of social presence and to reduce loneliness, we integrated a virtual dog as a companion who accompanies the players. We conducted an evaluation with 14 participants aged 66 to 84 years. The results show a change of positive and negative affect scores after using the VR experience. That supports our assumption, even though the differences were not significant. The participants enjoyed the VR app and were especially impressed by the experience of presence. Despite their inexperience in using VR technology, the participants behaved naturally and were interested in using the technology again. Our results support the assumption that elderly people can benefit from VR games in their everyday lives.
- KonferenzbeitragSocial Presence in a Virtual Reality Game with Different Levels of Abstraction: Testing the Social Presence Aspect of the Multimodal Presence Scale(Mensch und Computer 2019 - Tagungsband, 2019) Volkmann, Torben; Wessel, Daniel; Franke, Thomas; Jochems, NicolePresence is a key variable in virtual reality (VR), however, it is a complex variable consisting of different aspects. The Multimodal Presence Scale (MPS) by Makransky, Lilleholt, and Aaby was developed to measure physical, social and self-presence. But how well can it actually detect changes in one aspect of presence, and differentiate between different aspects of presence? To answer these questions, we use a German translation of the MPS in an experiment with a VR game with 45 participants. We examine social presence -- the sense of being with another -- specifically, and compare three conditions (abstraction levels) that should differ in the degree of social presence, but not in other aspects of presence. Results indicate that the MPS is reliable and useful for measuring social presence, while still correlating strongly with presence overall.
- KonferenzbeitragWhat you see isn't necessarily what you get: testing the influence of polygon count on physical and self-presence in virtual environments(Mensch und Computer 2020 - Tagungsband, 2020) Volkmann, Torben; Wessel, Daniel; Caliebe, Tim Ole; Jochems, NicoleA key characteristic for the effectiveness of Virtual Reality Environments is a high sense of presence -- the feeling of being in that virtual place, even though being physically in another location. For a more differentiated perspective on presence, the term can be defined by subtypes, such as physical, social and self-presence. The Multimodal Presence Scale (MPS) by Makransky and colleagues deals with these dimensions, was translated into German, and evaluated regarding the sensitivity and specificity of the social presence subscale. The results raise the question how well differences in physical and self-presence can be detected by the scale. We conducted an experiment by constructing two virtual worlds, manipulating the polygon count of objects in each world, and measuring presence. Additionally, we assessed the correlation of the MPS with the Igroup Presence Questionnaire (IPQ). No significant differences in physical or self-presence were found. However, when examining an item that closely matches the manipulation of the self-presence world (the user's virtual hands), a statistically significant difference was found. We provide three possible explanations for these results: 1) an insufficient impact of the abstraction levels, e.g., due to insufficient time and attention to the manipulation, or too little difference between the abstraction levels, 2) a lack of sensitivity of the used MPS and IPQ, or 3) the polygon count not being important for physical or self-presence. We conclude that high polygon count might not be that crucial for presence and provide suggestions for future research.