Understanding and realizing presence in the Presenccia project

Mel Slater, Antonio Frisoli, Franco Tecchia, Christoph Guger, Beau Lotto, Anthony Steed, Gert Pfurtscheller, Robert Leeb, Miriam Reiner, Maria V Sanchez-Vives, Paul Verschure, Ulysses Bernardet

Research output: Contribution to journalReview article

Abstract

People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational approach to the presence concept. Our approach lets us assess the extent of presence using tools beyond traditional questionnaires, and therefore we avoid many of the problems involved with sole reliance on these. Instead, we consider the extent to which mixed reality (MR) and VR participants realistically respond to virtually generated sensory data. Specifically, we measure the similarity of their response with what we might observe or predict if the sensory data-the situation, place, or events-were real, rather than virtual. We consider this response on several levels.
Original languageEnglish
Pages (from-to)90-93
Number of pages4
JournalIEEE computer graphics and applications
Volume27
Issue number4
DOIs
Publication statusPublished - 24 Aug 2007

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Keywords

  • Computer Graphics
  • Computer Simulation
  • Ecosystem
  • European Union
  • Humans
  • Imaging, Three-Dimensional
  • Models, Biological
  • Orientation
  • Sensation
  • User-Computer Interface
  • Journal Article
  • Research Support, Non-U.S. Gov't
  • Review

Cite this

Slater, M., Frisoli, A., Tecchia, F., Guger, C., Lotto, B., Steed, A., ... Bernardet, U. (2007). Understanding and realizing presence in the Presenccia project. IEEE computer graphics and applications, 27(4), 90-93. https://doi.org/10.1109/MCG.2007.93
Slater, Mel ; Frisoli, Antonio ; Tecchia, Franco ; Guger, Christoph ; Lotto, Beau ; Steed, Anthony ; Pfurtscheller, Gert ; Leeb, Robert ; Reiner, Miriam ; Sanchez-Vives, Maria V ; Verschure, Paul ; Bernardet, Ulysses. / Understanding and realizing presence in the Presenccia project. In: IEEE computer graphics and applications. 2007 ; Vol. 27, No. 4. pp. 90-93.
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Slater, M, Frisoli, A, Tecchia, F, Guger, C, Lotto, B, Steed, A, Pfurtscheller, G, Leeb, R, Reiner, M, Sanchez-Vives, MV, Verschure, P & Bernardet, U 2007, 'Understanding and realizing presence in the Presenccia project', IEEE computer graphics and applications, vol. 27, no. 4, pp. 90-93. https://doi.org/10.1109/MCG.2007.93

Understanding and realizing presence in the Presenccia project. / Slater, Mel; Frisoli, Antonio; Tecchia, Franco; Guger, Christoph; Lotto, Beau; Steed, Anthony; Pfurtscheller, Gert; Leeb, Robert; Reiner, Miriam; Sanchez-Vives, Maria V; Verschure, Paul; Bernardet, Ulysses.

In: IEEE computer graphics and applications, Vol. 27, No. 4, 24.08.2007, p. 90-93.

Research output: Contribution to journalReview article

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T1 - Understanding and realizing presence in the Presenccia project

AU - Slater, Mel

AU - Frisoli, Antonio

AU - Tecchia, Franco

AU - Guger, Christoph

AU - Lotto, Beau

AU - Steed, Anthony

AU - Pfurtscheller, Gert

AU - Leeb, Robert

AU - Reiner, Miriam

AU - Sanchez-Vives, Maria V

AU - Verschure, Paul

AU - Bernardet, Ulysses

PY - 2007/8/24

Y1 - 2007/8/24

N2 - People who experience an immersive VR system usually report feeling as if they were really in the displayed virtual situation, and can often be observed behaving in accordance with that feeling, even though they know that they're not actually there. Researchers refer to this feeling as "presence" in virtual environments, yet the term has come to have many uses and meanings, all of which evolved from the notion of telepresence in teleoperator systems. In Presenccia, we take an operational approach to the presence concept. Our approach lets us assess the extent of presence using tools beyond traditional questionnaires, and therefore we avoid many of the problems involved with sole reliance on these. Instead, we consider the extent to which mixed reality (MR) and VR participants realistically respond to virtually generated sensory data. Specifically, we measure the similarity of their response with what we might observe or predict if the sensory data-the situation, place, or events-were real, rather than virtual. We consider this response on several levels.

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KW - Computer Graphics

KW - Computer Simulation

KW - Ecosystem

KW - European Union

KW - Humans

KW - Imaging, Three-Dimensional

KW - Models, Biological

KW - Orientation

KW - Sensation

KW - User-Computer Interface

KW - Journal Article

KW - Research Support, Non-U.S. Gov't

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Slater M, Frisoli A, Tecchia F, Guger C, Lotto B, Steed A et al. Understanding and realizing presence in the Presenccia project. IEEE computer graphics and applications. 2007 Aug 24;27(4):90-93. https://doi.org/10.1109/MCG.2007.93