Towards an objective measure of presence: examining startle reflexes in a commercial virtual reality game

SCHIRM, Johannes, TULLIUS, Gabriella and HABGOOD, Jacob (2019). Towards an objective measure of presence: examining startle reflexes in a commercial virtual reality game. In: CHI PLAY ’19. Extended abstracts of the annual symposium on computer-human interaction in play. New York, USA, ACM, 671-678.

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Official URL: https://dl.acm.org/doi/pdf/10.1145/3341215.3356263...
Link to published version:: https://doi.org/10.1145/3341215.3356263

Abstract

A large body of literature is concerned with models of presence-the sensory illusion of being part of a virtual scene-but there is still no general agreement on how to measure it objectively and reliably. For the presented study, we applied contemporary theory to measure presence in virtual reality. Thirty-seven participants explored an existing commercial game in order to complete a collection task. Two startle events were naturally embedded in the game progression to evoke physical reactions and head tracking data was collected in response to these events. Subjective presence was recorded using a post-study questionnaire and real-time assessments. Our novel implementation of behavioral measures lead to insights which could inform future presence research: We propose a measure in which startle reflexes are evoked through specific events in the virtual environment, and head tracking data is compared to the range and speed of baseline interactions.

Item Type: Book Section
Additional Information: ACM (Association for computing machinery) conference October 22-25 2019, Barcelona,Spain.
Identification Number: https://doi.org/10.1145/3341215.3356263
Page Range: 671-678
SWORD Depositor: Symplectic Elements
Depositing User: Symplectic Elements
Date Deposited: 10 Sep 2019 10:50
Last Modified: 18 Mar 2021 02:52
URI: https://shura.shu.ac.uk/id/eprint/25068

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