| Michael Meehan Computer Science Department, Sitterson Hall University of North Carolina Chapel Hill, NC 27599-3175 USA meehan@cs.unc.edu Phone: (919) 962-1979 Fax: (919) 962-1799 | Summary
This paper discusses the following: - Significant experimental support for an objective surrogate for presence: physiological response. - Reported, behavioral, and physiological presence vary with the number of exposures to a virtual environment. |
Introduction
Since the mid
1980’s, researchers have been laboring to make virtual environments (1)
work, (2) work well, and (3) do demonstrably useful things [Brooks, 2000] . One of the
keys to making a virtual environment work well is inducing presence in
the users: make users feel they are in the VE so that the experience
is more like a place visited and not just a series of pictures seen [Slater, 1995b].
The major findings in this field include that presence is enhanced by incorporating a virtual representation of the user into the environment (a 'virtual body') [Slater, 1993b; 1994b; 1995b], by the presence of haptic and tactile feedback corresponding to the virtual environments [Ho, 1998], [Dihn, 1999], by portraying the environment with a wider field of view [Hendrix, 1996], by having users move with actual limb motion [Slater, 1995b] [Usoh, 1999], more realistic physical simulation [Uno, 1997], audio and olfactory stimuli corresponding to events in the VE [Dihn, 1999], by environment portrayal in stereo (as opposed to mono) vision [Freeman, 1997], [IJsselsteijn, 1998], and by inclusion of dynamic shadows of objects in the virtual environments [Slater, 1995a]. Also, it has been found that people whose primary experiential system is visual (they experience the world primarily via images and not audio or kinesthetic stimuli - established by counting the number of visual, audio, and kinesthetic expressions used by subjects in an essay) tend to experience a higher sense of presence in virtual environments [Slater, 1993b 1994a].
In presence studies, two types of presence measures have been used: questionnaires [Slater, 1993b; 1993a; 1994a; 1994b; 1995a; 1995b; 1996; 1998] [Witmer, 1998] [Regenbrecht, 1997; 1998] [Dihn, 1999] [Uno, 1997; Usoh, 1999] [Welch, 1996] [Steed, 1999] and behavioral measures [Slater, 1995b] [Freeman, 1998] [Usoh, 1999]. The reliability of these measures is being established via reuse. However, since presence is difficult to define and no objective
measure of the phenomenon exists, the validity of these measures is occasionally
called into question. To examine the validity of the behavioral and subjective
measures, we propose a third, objective measure: physiological response.
For clarity
in examination of the previously used presence measures, we break the concept
of presence into three components: subjective, behavioral, and
physiological presence. Subjective presence is the subject’s reported
sense of ‘being there’ in the virtual environments and feeling more
like the world portrayed was a place visited and not just a series of pictures
seen . Behavioral presenceis
behaving and acting in an environment
in a manner consistent with human response to similar real situations.
Physiological presence is responding physiologically to the environment
in a manner consistent with human response to similar real situations.
Figure 1. Side view of the virtual pit. |
Table 1. Variables of interest.
| Variable | Description |
| Percentage change in skin conductance level (%D SCL) | Percentage difference in skin conductance on the participant’s left hand between virtual pit room and pre-experiment training/ baseline session. Increased fear causes %D SCL increase |
| Percentage change in finger skin temperature (%D ST) | Percentage difference in finger skin temperature between virtual pit room and pre-experiment training/ baseline session. Increased fear causes %D ST to decrease. |
| UCL presence (P) | Number of high responses (6’sand 7’s) to 7 presence questions from post-experiment questionnaire [Usoh, 1999]. |
| UCL-based subjective behavioral presence (BP) | Number of high responses (6’sand 7’s) to 3 behavioral presence questions from post-experiment questionnaire [Usoh, 1999]. The UCL questionnaire originally scored this on a [0,5] basis. Due to a clerical error, we omitted one question. We also omit the addition of "did the participant cross the virtual precipice" from this measure so that we will be able to compare this purely subjective measure with our behavioral scoring system, which takes into account whether the participant crosses the virtual precipice. |
| UCL ease of locomotion (LO) | Number of high responses (6’sand 7’s) to 3 ease-of-locomotion questions from UCL questionnaire [Usoh, 1999]. |
| Level of computer game play | Response to the question: "I play computer games" [0=not at all, 7=very much]. |
Results and discussion
Correlation among presence
measures
| Table 2. Spearman correlation among the presence measures. | ||||
| r2
P(Ha: |r|>0) |
P | BP | %D SCL | %D ST |
| P | 1.000 | 0.5452 | 0.1836 | 0.07068 |
| <.0001 | 0.0571 | 0.4673 | ||
| BP | 0.5452 | 1.000 | 0.3435 | -0.1350 |
| <.0001 | 0.0003 | 0.1653 | ||
| %D SCL | 0.1836 | 0.3435 | 1.000 | 0.0488 |
| 0.0571 | 0.0003 | 0.6446 | ||
| %D ST | 0.07068 | -0.1350 | 0.0448 | 1.0000 |
| 0.4673 | 0.1635 | 0.6446 | ||
| Table 3. Partial Spearman correlation corrected for gender. | Table 4. Partial Spearman correlation corrected for level of computer game play. | |||||||||
| Gender-partial
r2
P(Ha: |r| > 0) |
P | BP | %D SCL | Comp
game-partial r2
P(Ha: |r| > 0) |
P | BP | %D SCL | |||
| P | 1.000 | 0.6899 | 0.2471 | P | 1.000 | 0.7254 | 0.3175 | |||
| <.0001 | 0.0103 | <.0001 | 0.0009 | |||||||
| BP | 0.6899 | 1.000 | 0.3421 | BP | 0.7254 | 1.000 | 0.3257 | |||
| 0.0103 | 0.0003 | <.0001 | 0.0006 | |||||||
| %D SCL | 0.2471 | 0.3421 | 1.000 | %D SCL | 0.3175 | 0.3257 | 1.000 | |||
| 0.0103 | 0.0003 | 0.0009 | 0.0006 | |||||||
| Table 6. The change of %D ST over exposures corrected for computer game usage. | |||
| Model
Pr>F: 0.0002 |
Estimate | Type I
Pr > F |
T-test |
| Intercept | -2.6905 | <.0001 | |
| Session | 0.5587 | 0.0014 | 0.0001 |
| Session*task | -0.1205 | 0.0180 | 0.0204 |
| Computer game usage | 0.1689 | 0.0329 | 0.0329 |
| Table 6. The change of BP over exposures after correcting for gender and ease of locomotion (LO). | Table 7. The change of P over exposures after correcting for gender and ease of locomotion (LO). | |||||||||||
| Model
Pr>F: <.0001 |
Estimate | Type I
Pr > F |
T-test | Model
Pr>F: <.0001 |
Estimate | Type I
Pr > F |
T-test | |||||
| Intercept | 1.7759 | <.0001 | Intercept | 2.4740 | <.0001 | |||||||
| Session | -0.2103 | 0.4451 | 0.0077 | Session | -0.2728 | 0.4183 | 0.0473 | |||||
| Task | -0.2128 | 0.3254 | 0.0404 | Ease of locomotion | 1.1737 | <.0001 | <.0001 | |||||
| Gender | M=-0.6194 | 0.9126 | 0.0030 | |||||||||
| Ease of locomotion | 0.4752 | <.0001 | <.0001 | |||||||||
Conclusions
We have significant
experimental support for the hypothesis that physiological measures can
be used as an objective correlate of presence. Percentage change skin conductance
level provided the best support for this hypothesis with high correlation
with both UCL presence and UCL-based behavioral presence measures. The
correlation improves if we control for gender or computer game usage.
Percentage change
skin temperature did not correlate well with any other presence measure.
We believe this is because the experiment did not allow enough time for
maximal skin temperature change: 2-5 minutes. Participants were only in
the arousal condition for approximately one minute. In our future studies,
we will ensure experimentally that sufficient time is allowed for monitoring
skin temperature.
We also found
significant support for our hypothesis that there would be a decrease in
presence over subsequent exposures to the same virtual environment. Presence,
reported behavioral presence, and percentage change in skin temperature
all exhibited this behavior. %D ST and BP both showed a decline in presence
evoked over subsequent exposures on a single day and had an inter-day
upward partial-correction. P showed a decrease in presence elicited over subsequent
days, but did not have significant intra-day changes.
For now, we
are using a fear-inducing virtual environment to induce presence and physiological
reaction in our subjects, but we hope that with additional investigation
and refinement of our approach, we will be able to utilize these measures
in a broader range of virtual environments.
Acknowledgements
I would like
to thank the Hybrid Reality team at UNC-CH, especially Dr. Frederick P.
Brooks, Jr. and Mary Whitton, for their help, support, and ideas. I would also
like to thank Drs. Mel Slater and Martin Usoh, who have been integral in
making this work possible at UNC.
This work was
partially funded NIH National Center for Research Resources number RR02170. Intel generously donated equipment used in this research.
Bibliography
Brooks, F. P. (2000). Unpublished
grant proposal, University of North Carolina.
Cohen, D. C. (1977). "Comparison
of self-report and overt-behavior procedure for assessing acrophobia."
Behavior
Therapy 8: 17-23.
Dihn, H. Q., N. Walker, et al.
(1999).
Evaluating the importance of multi-sensory input on memory and
the sense of presence in virtual environments. Virtual Reality, Houston,
Texas, USA.
Freeman, J., S. E. Avons, et al.
(1997). Effects of stereo and motion manipulations on measured presence
in stereoscopic displays. ECVP, Helsinki.
Freeman, J., S. E. Avons, et al.
(1998). Behavioral realism as a metric of presence. BT Presence
Workshop.
Hendrix, C. and W. Barfield (1996).
"Presence within virtual environments as a function of visual display parameters."
Presence:
Teleoperators and Virtual Environments 5(3): 274-289.
Ho, C., C. Basdogan, et al. (1998).
An
experiment on the influence of haptic communication on the sense of being
together. BT Presence.
IJsselsteijn, W. A. and H. d. Ridder
(1998). Measuring temporal variations in presence. BT Presence Workshop.
Kennedy, R., N. Lane, et al. (1993).
"A simulator sickness questionnaire(SSQ): A new method for quantifying
simulator sickness." International Journal of Aviation Psychology
3(3): 203-220.
McMurray, D. R. (1999), Director
of Applied Physiology lab, University of North Carolina. Personal Communication
Regenbrecht, H., T. Schubert, et
al. (1998). "Measuring the sense of presence and its relations to fear
of heights in virtual environments." International Journal of Human-Computer
Interaction 10(3): 23-250.
Regenbrecht, H. T. and T. W. Schubert
(1997). Measuring presence in virtual environments. Human Computer
Interface International, San Fransisco, USA.
Slater, M., V. Linakis, et al.
(1996).
Immersion, presence and performance in virtual environments:
An experiment with tri-dimensional chess. ACM Virtual Reality Software
and Technology (VRST).
Slater, M., A. Steed, et al. (1998).
"The influence of body movement on subjective presence in virtual environment."
Human
Factors and Ergonomics Society 40(3): 469-477.
Slater, M. and M. Usoh (1993a).
Presence
in immersive virtual environments. Virtual Reality Annual International
Symposium (VRAIS).
Slater, M. and M. Usoh (1993b).
"Representations systems, perceptual position, and presence in immersive
virtual environments." Presence: Teleoperators and Virtual Environments
2(3): 221-233.
Slater, M., M. Usoh, et al. (1995a).
The
influence of dynamic shadows on presence in immersive virtual environments.
Virtual Environments '95.
Slater, M., M. Usoh, et al. (1994a).
"Depth of presence in virtual environments." Presence: Teleoperators
and Virtual Environments 3(2): 130-144.
Slater, M., M. Usoh, et al. (1994b).
Steps and ladders in virtual reality. ACM Virtual Reality Science and
Technology (VRST). G. S. a. D. Thalmann. New York, ACM: 45-54.
Slater, M., M. Usoh, et al. (1995b).
"Taking steps: The influence of a walking metaphor on presence in virtual
reality." ACM Transactions on Computer Human Interaction (TOCHI)
2(3): 201-219.
Steed, A., M. Slater, et al. (1999).
Leadership
and collaboration in shared virtual environments. Virtual Reality,
Houston, Texas.
Uno, S. and M. Slater (1997). The
sensitivity of presence to collision response. Virtual Reality Annual
International Symposium (VRAIS).
Usoh, M., K. Arthur, et al. (1999).
Walking
> walking-in-place > flying in virtual environments. SIGGRAPH.
Weiderhold, B. K., R. Gervirtz,
et al. (1998). "Fear of flying: A case report using virtual reality therapy
with physiological monitoring." CyberPsychology and Behavior 1(2):
97-104.
Witmer, B. G. and M. J. Singer
(1998). "Measuring presence in virtual environments: A presence questionnaire."
Presence:
Teleoperators and Virtual Environments 7(3): 225-240