{"title":"People's Intentions to Use Metaverse Technology: Investigating the Role of Gratifications and Perceptions","authors":"Brahim Zarouali","doi":"10.1162/pres_a_00415","DOIUrl":"https://doi.org/10.1162/pres_a_00415","url":null,"abstract":"\u0000 The aim of the Metaverse is to become a major achievement in the realm of cyberspace, envisioning a significant advancement towards a more immersive and interactive internet experience. Given the potential impact of this new development, a thorough understanding of people's intentions to use this technology is warranted. Drawing on the theoretical tenets of Uses and Gratification theory and I-P-R framework, a research model was developed that incorporates three types of gratification (hedonic, utilitarian, and social) and three psychological perceptions (immersion, telepresence, and realism) that are related to people's behavioral intentions. Structural equation modeling was used as an analytical strategy based on a representative sample of 617 respondents. Results showed that all three gratifications and perceptions were positively associated with people's intentions to use Metaverse technology. In conclusion, this model offers a relevant starting point towards establishing a timely research line on users' perceptions and engagements with Metaverse technology.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":" 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140219231","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}
Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan
{"title":"Examining the Proteus Effect in the context of healthy food choices and intentions to eat healthy: the role of Avatar Body Size, Avatar Allocation Type and Visual Perspective","authors":"Nadine E van der Waal, Loes Janssen, M. Antheunis, L. N. van der Laan","doi":"10.1162/pres_a_00410","DOIUrl":"https://doi.org/10.1162/pres_a_00410","url":null,"abstract":"\u0000 As avatars gain prominence in health-promoting applications, understanding how health-related avatar appearance characteristics could affect users' behavior is crucial. Drawing upon the Proteus effect, avatars can positively and negatively affect health behaviors, depending on whether the avatar appearance is aligned with stereotypes about healthy or unhealthy behavior. Investigating avatar appearances is essential to understand potential negative health effects. Three experiments in a non-immersive virtual supermarket examined whether controlling an overweight avatar negatively affected 1) intentions to eat healthy and 2) food choice healthiness in the virtual supermarket, thereby investigating avatar allocation type (Study 1) and visual perspective (Study 2) as moderators. 2 (Avatar body size: overweight vs. healthy weight) by 2 (Avatar allocation type: self-assigned vs. experimenter-assigned [Study 1]; Visual perspective: first-person vs. third-person [Studies 2 and 3]) between-subjects designs were employed. None of the studies demonstrated the Proteus effect and no moderating role of avatar allocation type was found (Study 1). Unexpectedly, controlling an overweight avatar resulted in stronger intentions to eat healthy from a third-person perspective only (Study 2), which led to the hypothesis that the overweight avatar functioned as a fear stimulus. To test this, a health message was added that highlighted obesity as a health risk (Study 3). The addition of this message did not affect intentions to eat healthy and food choice healthiness. The combination of fear appeal and self-perception theory as explanatory frameworks for behavioral responses to avatars opens avenues for new research, such as exploring specific conditions that trigger each effect.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140248605","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}
{"title":"Past, Present, and Future Thoughts on Immersive Visualization Laboratories Through the Story of the Wisconsin Institute for Discovery Virtual Environments Group","authors":"R. Tredinnick, Karen B. Schloss, K. Ponto","doi":"10.1162/pres_a_00411","DOIUrl":"https://doi.org/10.1162/pres_a_00411","url":null,"abstract":"\u0000 Over the past 40 years, immersive visualization laboratories have existed in different forms across academia, industry, and government, each one typically unique in their own ways. The following document will discuss the success story of the Wisconsin Institute for Discovery Virtual Environments (WIDVE) research group, located on the University of Wisconsin-Madison campus. The document will discuss the rich history of immersive visualization displays that members of the lab have worked with, display systems that exist throughout the lab space at present day, future plans, and thoughts on the importance of a focus on immersive displays beyond only commercial off-the-shelf (COTS) VR devices. The document will highlight several workflows and data pipelines that the lab has developed over the years. Finally, the document will outline a recommended set of do's and don'ts for immersive visualization laboratories in regards to sustainability, before providing some conclusions regarding the future of immersive visualization laboratories.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140250333","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}
Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai
{"title":"SmallTAL: Real-Time Egocentric Online Temporal Action Localization for the Data-Impoverished","authors":"Eric C. Joyce, Yao Chen, Eduardo Neeter, Philippos Mordohai","doi":"10.1162/pres_a_00408","DOIUrl":"https://doi.org/10.1162/pres_a_00408","url":null,"abstract":"\u0000 We propose a real-time, online temporal action localization system that requires a small amount of annotated data. The main challenges we address are high intra-class variability and a large and diverse background class. We address these using a flexible frame descriptor, dynamic time warping, and a novel approach to database construction. Our solution receives egocentric RGB-D streams as input and makes predictions at regular temporal intervals. We validate our approach by localizing actions in a digital twin of an electrical substation, in which certain objects have been replaced by functional virtual replicas.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"50 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140264446","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}
{"title":"Mapping the Viewer Experience in Cinematic Virtual Reality: A Systematic Review","authors":"Zhiyuan Yu, Cheng-Hung Lo","doi":"10.1162/pres_a_00409","DOIUrl":"https://doi.org/10.1162/pres_a_00409","url":null,"abstract":"\u0000 In recent years, the creative media landscape has witnessed growing interests surrounding the utilization of virtual reality (VR) as a novel visual narrative approach for both filmmakers and audiences. This trend is accompanied with an increase in studies aimed at scientifically examining the characteristics and principles of immersive visual storytelling. This paper intends to contribute to this growing field by offering a comprehensive review on the current research development in Cinematic Virtual Reality (CVR), which employs VR technology to produce immersive, cinematic experiences for audiences. While extant research has focused on the content generation techniques and human performance implicated in virtual environments, such investigations may not fully explain the medium adaptation differences or emotional dimensions of narrated immersive experiences. These aspects are especially crucial in the context of visual storytelling through VR film, 360-degree video production, or other narrated experiences. The proposed study systematically categorizes CVR-related research, revealing the field's current state by narrowing the focus to specific topics and themes within CVR literature, and highlighting key sub-domains of interest centered on viewers' experience measurement techniques. The findings of this review are expected to establish formal categories for implementing visual CVR to achieve immersive visual storytelling and provide a comprehensive analysis of current viewer experience measurements.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"117 39","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140079134","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}
Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu
{"title":"Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations","authors":"Shuai Chen, Bo Mao, Xu Wang, Mingchen Wei, Yanling Liu","doi":"10.1162/pres_a_00407","DOIUrl":"https://doi.org/10.1162/pres_a_00407","url":null,"abstract":"\u0000 Game behaviors affect gamers' psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games. However, little is known about the roles of trait aggression and game motivations, especially in multiplayer online battle arena games. Thus, the aim of this study was to investigate how demographic, trait aggression, and game motivations affect multiplayer online battle arena game behaviors. A total of 1,316 Chinese adolescent gamers who play Honor of Kings responded to questions related to demographic information, trait aggression, game motivations (socializer, competitor, escapist, story-driven, completionist, and smarty-pants), and game behaviors (aggressing, winning, creating, and helping). The multiple linear regression model results showed that males, socializers, completionists, and smarty-pants were more likely to exhibit aggressing, winning, creating, and helping behaviors. Trait aggression predicted aggressing, winning, and creating behaviors. Moreover, age and competitor scale positively predicted aggressing and winning behaviors. Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video game and real-life behaviors for gamers.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"235 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140448614","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}
{"title":"Breaking Disciplinary Boundaries in Studies of Audience Experience of Engagement with Art and Immersive Virtual Stories","authors":"Agnieszka Wlazeł","doi":"10.1162/pres_a_00406","DOIUrl":"https://doi.org/10.1162/pres_a_00406","url":null,"abstract":"\u0000 The paper examines the audience experience of engagement with immersive virtual stories and art in general, positioning it within the broader context of audience art engagement studies. The literature review indicates that the audiences' experience of engagement is a process in specific artistic and personal contexts. Yet, audience studies lack an approach to empirically study the complexity and dynamics of directed (in narrative stages) engagement. The paper presents an exploratory pilot study of the experience of immersive VR theatre. The comparison of the data of different participants experiencing the same art project demonstrates that even a simple research design integrating bodily data and audience reflection in the context of the specific artwork can bring insights valuable for practitioners and researchers. The paper endorses the use of the mixed method design in engagement studies.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"153 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140447794","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}
{"title":"Mixed Reality Based Teleoperation Grasping Control","authors":"Dekun Zheng, Ting Wang, Gao Jian, Liang Li, Xiangjun Ji, Kurosh Madani","doi":"10.1162/pres_a_00402","DOIUrl":"https://doi.org/10.1162/pres_a_00402","url":null,"abstract":"\u0000 The traditional teleoperation means that the system sent a series of signal commands from the master while the slave manipulator received and realized desired control operations. For the purpose of implementing more dexterous and complex tasks, we proposed a novel framework with dual-hand master teleoperation systems under time varied delays. In this paper, we emphasized studying the bilateral grasping teleoperation control as the time delay caused a communication outage. Combing a wave-variable structure with a four-channel framework, an event-trigger-based bilateral sliding mode teleoperation control and an adaptive neural network are designed to effectively achieve master-slave trajectory tracking. In the virtual 3D environment, we created an mixed reality interface based on dual-hand master teleoperation control that effectively responded to the two Omni manipulators' position transformation of the virtual manipulator. The time delay between the real slave force feedback and the virtual interface is addressed by designed event-trigger-based control so as to efficiently reduce the impact of time communication outage. The system's stability is analyzed and robot experiments are performed. From the experimental results, the telepresence platform innovatively applied virtual force feedback to reveal the soft target grasping and to accurately estimate the interactive force, enabling sensorless force feedback control.","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139386342","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}
{"title":"Virtual rehabilitation: Guest Editor's Introduction to the Special Issue on Virtual Rehabilitation","authors":"Danielle Levac","doi":"10.1162/pres_e_00401","DOIUrl":"https://doi.org/10.1162/pres_e_00401","url":null,"abstract":"","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"21 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138601085","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}
{"title":"The Experience of Presence in the Mars Exploration Rover Mission","authors":"Dan Chiappe, John Vervaeke","doi":"10.1162/pres_a_00337","DOIUrl":"https://doi.org/10.1162/pres_a_00337","url":null,"abstract":"<p>Scientists working in the Mars Exploration Rover (MER) mission (2004–2018) reported having a sense of presence on Mars. How is this possible, given that many of the factors underlying presence in mundane situations were absent? We use Riva and Waterworth's (2014) Three-Level model to elucidate how presence was achieved. It distinguishes among proto-presence, core-presence, and extended-presence. We argue that scientists did not experience proto-presence because it requires a tight sensorimotor coupling not available due to the way the rovers were controlled and due to the lengthy delays in getting feedback. Instead, the design of the sociotechnical system made core-presence and extended-presence possible. Extended-presence involved successfully establishing long-term conceptual goals during strategic planning meetings. Core-presence involved enacting short-term tactical goals by carrying out specific actions on particular targets, abstracting away from sensorimotor details. The shift of perspective to the Martian surface was facilitated by team members “becoming the rover,” which allowed them to identify relevant affordances evident in images. We argue, however, that because Mars exploration is a collective activity involving shared agency by a distributed cognitive system, the experience of core- and extended-presence was a collective sense of presence through the rovers.</p>","PeriodicalId":501553,"journal":{"name":"PRESENCE: Virtual and Augmented Reality","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138544111","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}