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Pages: 223 - 240 Abstract: AbstractCyber security analysts use data visualizations to speed up ingestion of security data. These visualizations typically take the form of 2D graphics displayed on computer monitors. Virtual reality has the potential to improve these visualizations with immersive 3D environments and unique interaction mechanics. However, research into this newly synergized area lacks evaluation, leading to unfounded claims of effectiveness. A potential cause for these missing evaluations was identified as a lack of guidance detailing how evaluations should be conducted in this area. Additionally, the small amount of research that does include evaluation incorrectly relies on subjective participant opinions to objectively measure system effectiveness. An example of this misuse is asking participants which system they thought was quicker, rather than timing them. The objective of this article is to propose a solution to these issues in the form of a surveyed, categorized, and analyzed set of evaluation metrics. A total of 49 metrics was identified from 41 papers. The presented metrics detail which dependent variables should be considered when evaluating works in the combined fields of cyber security, data visualization, and virtual reality. These metrics can be used to produce more accurate evaluations in future works in this area. PubDate: Tue, 28 Feb 2023 00:00:00 GMT DOI: 10.1162/pres_a_00363 Issue No:Vol. 29 (2023)
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Pages: 1 - 22 Abstract: AbstractWe consider that to objectively measure immersion, one needs to assess how each sensory quality is reproduced in a virtual environment. In this perspective, we introduce the concept of functional threshold which corresponds to the value at which a sensory quality can be degraded without being noticed by the user of a virtual environment. We suggest that the perceived realism of a virtual experience can potentially be evoked for sensory qualities values ranging from the perceptual threshold to the functional threshold. Thus, the identification of functional thresholds values allows us to constrain immersion. To lay the foundation for the identification of functional thresholds, we applied a modified version of the method of limits. We measured the value at which 30 participants were able to identify the degradation of their field of view (FOV), visual acuity, and contrast sensitivity while executing a multidirectional selection test. This enabled us to identify functional perceptual thresholds of 96.6 degrees for FOV, 12.2 arcmin for visual acuity, and 25.6% for contrast sensitivity. PubDate: Tue, 26 Jul 2022 00:00:00 GMT DOI: 10.1162/pres_a_00354 Issue No:Vol. 29 (2022)
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Pages: 23 - 36 Abstract: AbstractPokémon GO is a 2016, augmented reality (AR) video game requiring players to move around in the real world and catch Pokémon to complete their collection. Examining different gameplay styles and user psychology in AR games can provide important insights for gameplay design. As multiple self- and other-beneficial strategies can be used to advance in the game, the present study investigated personality and behavioral correlates of four kinds of gameplay: independent, social-dependent, active, and invested. A multinational sample of current Pokémon GO players was recruited (N = 516, Mage = 28.83 years, SD = 9.25) and responded to measures of bright and dark personality traits, as well as a questionnaire on Pokémon GO gameplay behaviors. Results indicated that older players and those with multiple accounts were more likely to engage in most forms of gameplay; further, women were less likely to be active players. Among personality traits, psychopathy was a strong predictor of independent, social-dependent, and invested gameplay; agreeableness explained social-dependent strategies in line with social exchange theory; conscientiousness was associated with being a regular player; and fairness contributed to spending more money on the game (invested gameplay). Limitations and suggestions for future research are discussed. PubDate: Tue, 26 Jul 2022 00:00:00 GMT DOI: 10.1162/pres_a_00355 Issue No:Vol. 29 (2022)
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Pages: 37 - 90 Abstract: AbstractVirtual reality has been with us for several decades already, but we are still trying to find the right ways to control it. There are many controllers with various purposes and means of input, each with its advantages and disadvantages, but also with specific ways to be handled. Our hands were the primary means of input for human--computer interaction for a long time. However, now we can use movements of our eyes, our feet, or even our whole body to control the virtual environment, interact with it, or move from one place to another. We can achieve this with various controllers and wearable interfaces, like eye-tracking, haptic suits, or treadmills. There are numerous devices that we can choose from for every category, but sometimes it can be hard to pick the one that matches our intentions best. This article summarizes all types of user interface controllers for virtual reality, with their main pros and cons and their comparison. By combining controllers, the user's feeling of being immersed in a virtual world can be increased. We will cover positional tracking (optical and nonoptical), hand-based controllers, body tracking, wearable controllers, eye-tracking methods, and locomotion systems. New controllers are being invented by lab researchers and companies for gaming or business. We provide a look at numerous controllers, and we offer a reference guide. This guide lists sources for research papers, technical specs, user reviews, and thoughts from outside academia. PubDate: Tue, 26 Jul 2022 00:00:00 GMT DOI: 10.1162/pres_a_00356 Issue No:Vol. 29 (2022)
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Pages: 91 - 111 Abstract: AbstractImmersive environments are known for fostering empathy via their technological properties that offer users the opportunity to get immersed in a virtual environment and take other perspectives. As empathy and perspective-taking are considered to be the basis of moral development, the present study examines the potential of historical immersive media applications for the individual's moral development according to Kohlberg's stage model (1958). An integrative approach was used to examine the role of technological immersion as well as the recipients’ immersion (presence, transportation) in eliciting empathy and promoting moral development and behavior. Therefore, an online experiment with one factorial between-subject design was conducted in which participants (N = 289) were exposed to historical media that differed only in their extent of technological immersion; participants either read a text, or watched a video, or a 360° video. In line with previous research, results showed that technological immersion positively affects presence, while transportation was not influenced by technological aspects. Furthermore, results revealed positive effects of transportation and presence on empathy which, in turn, was positively related to moral orientation and behavior. The study indicates that immersive historical environments can promote empathy and morality due to their immersive characteristics. PubDate: Tue, 26 Jul 2022 00:00:00 GMT DOI: 10.1162/pres_a_00357 Issue No:Vol. 29 (2022)
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Pages: 113 - 139 Abstract: AbstractIn this article, we present a live speech-driven, avatar-mediated, three-party telepresence system, through which three distant users, embodied as avatars in a shared 3D virtual world, can perform natural three-party telepresence that does not require tracking devices. Based on live speech input from three users, this system can real-time generate the corresponding conversational motions of all the avatars, including head motion, eye motion, lip movement, torso motion, and hand gesture. All motions are generated automatically at each user side based on live speech input, and a cloud server is utilized to transmit and synchronize motion and speech among different users. We conduct a formal user study to evaluate the usability and effectiveness of the system by comparing it with a well-known online virtual world, Second Life, and a widely-used online teleconferencing system, Skype. The user study results indicate our system can provide a measurably better telepresence user experience than the two widely-used methods. PubDate: Thu, 04 Aug 2022 00:00:00 GMT DOI: 10.1162/pres_a_00358 Issue No:Vol. 29 (2022)
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Pages: 141 - 169 Abstract: AbstractThe question of the relationship between the sense of presence and performance in virtual reality is fundamental for anyone wishing to use the tool methodologically. Indeed, if the sense of presence can modify performance per se, then individual factors affecting the human–computer interaction might have repercussions on performance, despite being unrelated to it. After a discussion on the sense of presence and the particularities it provokes, this work studies the psychophysiology of virtual reality. This in virtuo experience is understood according to a constitutive and reciprocal relationship with the subject's cognitive profile, made up of all the human, contextual, and motivational factors impacting the processing of immersion. The role and importance of performance in virtual reality is described in this framework in such a way as to be studied methodologically. The presence–performance relationship is discussed based on previous works and analyzed in terms of attentional resources. Finally, the degree of ecological validity of the performance is described as the factor modulating the relationship between the sense of presence and performance (the Phi Angle). Limitations, applications, and test hypotheses of the model are presented. This work not only aims to help explain the conceptualization of virtual reality, but also to improve its methodological framework. PubDate: Fri, 07 Oct 2022 00:00:00 GMT DOI: 10.1162/pres_a_00359 Issue No:Vol. 29 (2022)
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Pages: 171 - 190 Abstract: AbstractCharacterizations of presence are many and various. The first part of this article applies philosophical and psychological lenses to three common descriptions: Presence as (or as following from) “the suspension of disbelief,” presence as the “illusion of nonmediation,” and presence as “(the feeling of) being there.” These construals of presence—the assumptions and commitments they make—are compared with one another, their plausibility and utility appraised. The second, shorter part of the article is not so much interested in definitions as distinctions that may help us ask better questions moving forward. We briefly consider the role of attention in presence, whether, when, or how presence is “binary,” and whether it is helpful to speak of presence in unmediated physical reality. A recurring theme throughout the article is whether a given understanding of presence (mis)construes the mind as monolithic: That is, as uniformly rational and consciously accessible. In closing, we suggest that researchers specify precisely what type of presence they're referring to whenever the concept is evoked; and that states such as involvement, absorption, and engagement be kept conceptually separate from presence, since they speak to “higher” cognitive functioning than simply feeling self-located in virtual environments, and indeed need not presuppose placeness or spatiality at all. PubDate: Fri, 04 Nov 2022 00:00:00 GMT DOI: 10.1162/pres_a_00360 Issue No:Vol. 29 (2022)
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Pages: 191 - 200 Abstract: Current definitions of immersion describe its relationship to presence and allow for relative comparisons between the immersive qualities of Virtual Reality (VR) systems, but lack the ability to describe the immersion supported by a system as an absolute quantity. In this article, we present an abstract model of perception, defining sensory units as the smallest biological registers of sensation within the body. Two metrics of immersion are introduced: the immersed sensory range, and the immersed sensory field, which can be defined for both individual sensory units and entire sensory categories. We define an isolated sensory unit as one that is shielded from non-VR stimuli, and derive the terms isolated field and isolated range from this definition. These metrics are further described as ratios, resulting in a set of theoretical and practical attributes which can be used to quantify the immersive potential of a VR experience. PubDate: Mon, 21 Nov 2022 00:00:00 GMT DOI: 10.1162/pres_a_00361 Issue No:Vol. 29 (2022)
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Pages: 201 - 222 Abstract: AbstractThe present study investigates the role of virtual contextual information, including affective information, in gustatory perception of crisps (fried potato chips). In a first preliminary experiment, we evaluated the association among three augmented reality (AR) animations (a pear-like character jumping a rope, a black-and-white cartoon character, a Venus flytrap carnivorous plant) and a different series of feelings and emotional states (i.e., cheerfulness, sadness, anger, aggressiveness, fear, anxiety, disgust, surprise, shame, tiredness, boredom). In a second experiment, the participants evaluated the gustatory perception of three different kinds of chips on several dimensions (e.g., pleasantness, crispiness, healthiness, purchase intention) by using visual analog scales. The chips were presented within an AR environment where the animations evaluated in Experiment 1 were placed close to the serving plate. The results of our study demonstrated that the chips tasted with the pear-like character animation (categorized as cheerful in Experiment 1) were judged as healthier than those tasted with black-and-white (i.e., sad) and Venus flytrap character animations (i.e., aggressive). Moreover, people's purchase intentions were higher with the pear-like character animation, as compared with the black-and-white character animation. These results showed that the context created by AR can affect participants’ food perception across several dimensions. PubDate: Tue, 20 Dec 2022 00:00:00 GMT DOI: 10.1162/pres_a_00362 Issue No:Vol. 29 (2022)