Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Testing (II): immersion, presence & agency
  • In general
  • Measuring Immersion
  • Low & High Immersion
  • Measuring Presence
  • Presence: place illusion & plausibility illusion
  • Agency
  • Additional materials
  1. Testing in XR

Testing (I): immersion, presence & agency

PreviousIT: feedback, feedforward & force feedbackNextTesting (II): methods for testing

Last updated 6 years ago

Testing (II): immersion, presence & agency

https://www.slideshare.net/marknb00/comp-4010-lecture-2-presence-in-virtual-reality

Testing for Immersion and Presence can be a challenge, so it is important to have a basic understanding of these principles. Read the articles below and get an overview and see what possibilities in biometrics can be taken into your projects. article 0: article 1: article 2: article 3:

In general

Measuring Immersion

  • Inclusive (I) indicates the extent to which physical reality is shut out.

  • Extensive (E) indicates the range of sensory modalities accommodated.

  • Surrounding (S) indicates the extent to which this virtual reality is panoramic rather than limited to a narrow field.

  • Vivid (V) indicates the resolution, fidelity, and variety of energy simulated within a particular modality (for example, the visual and colour resolution). Vividness is concerned with the richness, information content, resolution and quality of the displays.

Low & High Immersion

Measuring Presence

Presence is a state of consciousness, the (psychological) sense of being in the virtual environment. It is very subjective and therefore still a topic of debate amongst researchers.

Presence: place illusion & plausibility illusion

The degree of presence corresponds to the degree to which the user responds realistically to the experience in VR. If perfect presence is achieved then the user will respond exactly as if exposed to an equivalent real-world environment. This presence response occurs on multiple levels ranging from unconscious and automatic physiological and behavioural responses to higher level processes involving deliberation and thoughts.

Presence can not be reduced to the subjective sensation of ‘being there’. Presence response happens as a function of two illusions:

  • place illusion (PI)

  • plausibility illusion (Psi)

Place illusion occurs as a function to the range of normal actions the user can perform in order to perceive and affect the experience. For example, turning one’s head of kneeling down should result in changes to displaced image, and reaching out and grasping an object should cause that object to move.

Plausibility illusion refers to the illusion that the events happening virtually are indeed happening. It is believed to depend on three conditions:

    1. The user’s actions have to produce reactions that correspond to the virtual character in the experience. (such as avoiding eye-contact by the virtual character. What if the user stares too long and exhibits aggressive body language to the virtual character. Does the virtual character look away?)

    2. The experience should correspond directly to the user, even when the user does not perform an instigating action.

    3. The experience should be credible, it should conform to the user’s knowledge and expectations accrued through a lifetime of non-mediated interactions.

Agency

Additional materials

experiences can be mapped along 3 primary scales: Reality, Interaction, and Movement. (As defined by human interface design and innovation company ).

http://www.vrglossary.org/infographics/

Immersion is a description of a technology, and describes the extent to which the computer displays are capable of delivering an inclusive, extensive, surrounding and vivid illusion of reality to the senses of a human participant. (source: )

Researchers have explored immersion from grounded theory in game design. This research by Emily Brown and Paul Cairns defines three phases of immersion and, importantly, six barriers to entry. (source: )

VR Immersion Scale (http://www.vrglossary.org/infographics/)

read again -> article 0:

Presence: https://www.slideshare.net/marknb00/comp-4010-lecture-2-presence-in-virtual-reality

The below graphic depicts two theories: ‘‘, and the ‘Perceptual Theory of Presence’. The two theories have been anchored by Mel Slater’s two illusions of presence: and

http://www.vrglossary.org/infographics/

The virtual body is viewed as crucial since it represents the fusion of Place Illusion and Plausibility Illusion.

‘‘ is the capacity of an entity (a person or other entity) to act in an artificial environment. It is a key contributor to enabling a state of in the .

http://www.vrglossary.org/infographics/

article 4:

Virtual Reality
Punchcut
http://publicationslist.org/data/melslater/ref-232/pres5.pdf
A grounded investigation of game immersion
Presence in Virtual Reality, Mark Billinghurst & Bruce Thomas
Kent Bye’s
Elemental Theory of Presence
place illusion (PI)
plausibility illusion (Psi)
(source Virtual Reality and the Senses)
Agency
presence
experiencer
A Survey of Usability Evaluation in Virtual Environments: Classification and Comparison of Methods
Virtual Reality Infographics
Presence in Virtual Reality, Mark Billinghurst & Bruce Thomas
Measuring the Power of Virtual Reality Immersion (biometrics) [A Case Study]
(Indepth) A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments