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ABSTRACT
A common measure of the quality or effectiveness of a virtual environment (VE) is the mount of presence it evokes in users. Presence is often defined as the sense of being there in a VE. There has been much debate about the best way to measure presence, and presence researchers need, and have sought, a measure that is reliable, valid, sensitive, and objective.We hypothesized that to the degree that a VE seems real, it would evoke physiological responses similar to those evoked by the corresponding real environment, and that greater presence would evoke a greater response. To examine this, we conducted three experiments, the results of which support the use of physiological reaction as a reliable, valid, sensitive, and objective presence measure. The experiments compared participants' physiological reactions to a non-threatening virtual room and their reactions to a stressful virtual height situation. We found that change in heart rate satisfied our requirements for a measure of presence, change in skin conductance did to a lesser extent, and that change in skin temperature did not. Moreover, the results showed that inclusion of a passive haptic element in the VE significantly increased presence and that for presence evoked: 30FPS > 20FPS > 15FPS.
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Jeremy N. Bailenson , Kim Swinth , Crystal Hoyt , Susan Persky , Alex Dimov , Jim Blascovich, The independent and interactive effects of embodied-agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual environments, Presence: Teleoperators and Virtual Environments, v.14 n.4, p.379-393, August 2005
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Niklas Ravaja , Timo Saari , Marko Turpeinen , Jari Laarni , Mikko Salminen , Matias Kivikangas, Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?, Presence: Teleoperators and Virtual Environments, v.15 n.4, p.381-392, August 2006
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