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Metrics for Evaluating Cyber Security Data Visualizations in Virtual Reality 虚拟现实中网络安全数据可视化的评估指标
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00363
Daniel Harris;Marius Miknis;Connor Smith;Ian Wilson
{"title":"Metrics for Evaluating Cyber Security Data Visualizations in Virtual Reality","authors":"Daniel Harris;Marius Miknis;Connor Smith;Ian Wilson","doi":"10.1162/pres_a_00363","DOIUrl":"https://doi.org/10.1162/pres_a_00363","url":null,"abstract":"Cyber 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"223-240"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
How to Catch ’Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO 如何抓住所有Em?《精灵宝可梦GO》的个性与游戏风格调查
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00355
Hansika Kapoor;Anirudh Tagat;Sampada Karandikar;Arunima Ticku
{"title":"How to Catch ’Em All? An Investigation of Personality and Gameplay Styles in Pokémon GO","authors":"Hansika Kapoor;Anirudh Tagat;Sampada Karandikar;Arunima Ticku","doi":"10.1162/pres_a_00355","DOIUrl":"https://doi.org/10.1162/pres_a_00355","url":null,"abstract":"Abstract Pokémon 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"23-36"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326617","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Overview of Controllers of User Interface for Virtual Reality 虚拟现实用户界面控制器综述
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00356
Tomas Novacek;Marcel Jirina
{"title":"Overview of Controllers of User Interface for Virtual Reality","authors":"Tomas Novacek;Marcel Jirina","doi":"10.1162/pres_a_00356","DOIUrl":"https://doi.org/10.1162/pres_a_00356","url":null,"abstract":"Abstract Virtual 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"37-90"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326618","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Back to the Past—An Experimental Investigation of the Effects of Immersive Historical Environments on Empathy and Morality 回到过去——沉浸式历史环境对移情和道德影响的实验研究
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00357
Lea Frentzel-Beyme;Nicole C. Krämer
{"title":"Back to the Past—An Experimental Investigation of the Effects of Immersive Historical Environments on Empathy and Morality","authors":"Lea Frentzel-Beyme;Nicole C. Krämer","doi":"10.1162/pres_a_00357","DOIUrl":"https://doi.org/10.1162/pres_a_00357","url":null,"abstract":"Abstract Immersive 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"91-111"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
The Phi Angle: A Theoretical Essay on Sense of Presence, Human Factors, and Performance in Virtual Reality Phi角度:虚拟现实中的存在感、人为因素和表现的理论论文
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00359
Arthur Maneuvrier;Hannes Westermann
{"title":"The Phi Angle: A Theoretical Essay on Sense of Presence, Human Factors, and Performance in Virtual Reality","authors":"Arthur Maneuvrier;Hannes Westermann","doi":"10.1162/pres_a_00359","DOIUrl":"https://doi.org/10.1162/pres_a_00359","url":null,"abstract":"Abstract The 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"141-169"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326621","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Food Evaluation in Augmented Reality Environments: Can AR Affect Behavioral and Psychophysiological Responses? 增强现实环境中的食物评估:AR会影响行为和心理生理反应吗?
Presence Pub Date : 2020-12-01 DOI: 10.1162/pres_a_00362
Paola Risso;Martina Sansone;Alberto Gallace
{"title":"Food Evaluation in Augmented Reality Environments: Can AR Affect Behavioral and Psychophysiological Responses?","authors":"Paola Risso;Martina Sansone;Alberto Gallace","doi":"10.1162/pres_a_00362","DOIUrl":"https://doi.org/10.1162/pres_a_00362","url":null,"abstract":"The 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.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"201-222"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR 通过与VR中不可玩电子游戏角色的小组间接触减少小组外偏见
Presence Pub Date : 2020-07-29 DOI: 10.1162/pres_a_00330
Priska Breves
{"title":"Reducing Outgroup Bias through Intergroup Contact with Non-Playable Video Game Characters in VR","authors":"Priska Breves","doi":"10.1162/pres_a_00330","DOIUrl":"https://doi.org/10.1162/pres_a_00330","url":null,"abstract":"<para>Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents??? levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 ?? 1 between-subjects design (<italic>N</i> = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 3","pages":"257-273"},"PeriodicalIF":0.0,"publicationDate":"2020-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50329588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
A Multisession Evaluation of a Collaborative Virtual Environment for Arm Rehabilitation 手臂康复协同虚拟环境的多阶段评估
Presence Pub Date : 2020-07-29 DOI: 10.1162/pres_a_00331
Maja Gor??i??;Imre Cikajlo;Nika Goljar;Domen Novak
{"title":"A Multisession Evaluation of a Collaborative Virtual Environment for Arm Rehabilitation","authors":"Maja Gor??i??;Imre Cikajlo;Nika Goljar;Domen Novak","doi":"10.1162/pres_a_00331","DOIUrl":"https://doi.org/10.1162/pres_a_00331","url":null,"abstract":"<para>In recent years, several multi-user virtual environments (VEs) have been developed to promote motivation and exercise intensity in motor rehabilitation. While competitive VEs have been extensively evaluated, collaborative and competitive rehabilitation VEs have seen relatively little study. Therefore, this article presents an evaluation of a VE for post-stroke arm rehabilitation that mimics everyday kitchen tasks and can be used either solo or collaboratively. Twenty subacute stroke survivors exercised with the VE for four sessions, with the first and third sessions involving solo exercise and the other two involving collaborative exercise. Exercise intensity was measured using inertial sensors while motivation was measured with questionnaires. Results showed high motivation and exercise intensity over all four sessions, and 11 of 20 participants preferred collaborative over solo exercise while only 4 preferred solo exercise. However, there were no differences in motivation, exercise duration, or exercise intensity between solo and collaborative sessions. Thus, we cannot currently claim that collaborative exercises are beneficial for upper limb rehabilitation. Future studies should evaluate other collaborative VE designs in different settings (e.g., at home) and with different participant pairs (e.g., patient-unimpaired) to find effective ways to utilize collaborative exercises in motor rehabilitation.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 3","pages":"274-286"},"PeriodicalIF":0.0,"publicationDate":"2020-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00331","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50329589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Spatial Presence in Real and Remote Immersive Environments and the Effect of Multisensory Stimulation 真实和远程沉浸式环境中的空间存在与多传感器刺激的影响
Presence Pub Date : 2020-07-29 DOI: 10.1162/pres_a_00332
Nawel Khenak;Jeanne V??zien;David Th??ry;Patrick Bourdot
{"title":"Spatial Presence in Real and Remote Immersive Environments and the Effect of Multisensory Stimulation","authors":"Nawel Khenak;Jeanne V??zien;David Th??ry;Patrick Bourdot","doi":"10.1162/pres_a_00332","DOIUrl":"https://doi.org/10.1162/pres_a_00332","url":null,"abstract":"<para>This article presents a user experiment that assesses the feeling of spatial presence, defined as the sense of ???being there??? in both a real and a remote environment (respectively the so-called ???natural presence??? and ???telepresence???). Twenty-eight participants performed a 3D-pointing task while being either physically located in a real office or remotely transported by a teleoperation system. The evaluation also included the effect of combining audio and visual rendering. Spatial presence and its components were evaluated using the ITC-SOPI questionnaire (Lessiter, Freeman, Keogh, &amp; Davidoff, <xref>2001</xref>). In addition, objective metrics based on user performance and behavioral indicators were logged. Results indicate that participants experienced a higher sense of spatial presence in the remote environment (hyper-presence), and a higher ecological validity. In contrast, objective metrics prove higher in the real environment, which highlights the absence of correlation between spatial presence and the objective metrics used in the experiment. Moreover, results show the benefit of adding audio rendering in both environments to increase the sense of spatial presence, the performance of participants, and their engagement during the task.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 3","pages":"287-308"},"PeriodicalIF":0.0,"publicationDate":"2020-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00332","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50329590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
A Basic Framework of View Systems Allowing Teleoperators to Pre-Acquire Spatial Knowledge from Survey and Route Perspectives 允许操作员从勘测和路线角度预先获取空间知识的视图系统的基本框架
Presence Pub Date : 2020-07-29 DOI: 10.1162/pres_a_00333
Ryuya Sato;Mitsuhiro Kamezaki;Shigeki Sugano;Hiroyasu Iwata
{"title":"A Basic Framework of View Systems Allowing Teleoperators to Pre-Acquire Spatial Knowledge from Survey and Route Perspectives","authors":"Ryuya Sato;Mitsuhiro Kamezaki;Shigeki Sugano;Hiroyasu Iwata","doi":"10.1162/pres_a_00333","DOIUrl":"https://doi.org/10.1162/pres_a_00333","url":null,"abstract":"<para>One of the most important problems in teleoperation of heavy machinery is that the work efficiency of teleoperation is lower than half that of a typical boarding operation. This difference is primarily caused by operators' difficulty in creating mental representations (i.e., cognitive maps) of work sites. Operators have two opportunities to acquire information, namely before work and during work, because the introduction of teleoperation requires about one week. Therefore, we have developed a view system to be used before work to provide environmental information concerning work sites on the basis of human spatial cognition. Cognitive maps can be built by acquiring knowledge from two perspectives???the survey perspective and the route perspective. We display an external view from any viewpoint to acquire knowledge from a survey perspective and a view from an operator's viewpoint, which can be modified by the operator's intention to acquire knowledge from the route perspective. Experimental results using a simulator suggested that a proposed view system could help operators acquire cognitive maps, which may lead to a decrease in task time, the number of stops, and the moving distance and an increase in speed during grasping.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 3","pages":"309-332"},"PeriodicalIF":0.0,"publicationDate":"2020-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1162/pres_a_00333","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50329591","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
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