TY - GEN
T1 - Training presence
T2 - The importance of virtual reality experience on the "sense of being there"
AU - Gamito, Pedro
AU - Oliveira, Jorge
AU - Morais, Diogo
AU - Baptista, André
AU - Santos, Nuno
AU - Soares, Fábio
AU - Saraiva, Tomaz
AU - Rosa, Pedro
PY - 2010
Y1 - 2010
N2 - Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For our study, 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an first person shooter (FPS) game. In order to manipulate the level of VR experience the participants were trained on, a different FPS was used during the 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583; MSE=775.538; p<01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness or the behavioral measures. In summary, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.
AB - Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For our study, 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an first person shooter (FPS) game. In order to manipulate the level of VR experience the participants were trained on, a different FPS was used during the 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583; MSE=775.538; p<01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness or the behavioral measures. In summary, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.
KW - Anxiety
KW - Behavioral measures
KW - Cybersickness
KW - First-Person Shooters
KW - Immersion
KW - Personality
KW - Presence
UR - http://www.scopus.com/inward/record.url?scp=77954568611&partnerID=8YFLogxK
U2 - 10.3233/978-1-60750-561-7-128
DO - 10.3233/978-1-60750-561-7-128
M3 - Conference contribution
AN - SCOPUS:77954568611
SN - 9781607505600
T3 - Studies in Health Technology and Informatics
SP - 128
EP - 133
BT - Annual Review of Cybertherapy and Telemedicine 2010 - Advanced Technologies in Behavioral, Social and Neurosciences
PB - IOS Press
ER -