| Literature DB >> 32265769 |
Simone Grassini1, Karin Laumann1.
Abstract
The published literature has produced several definitions for the sense of presence in a simulated environment, as well as various methods for measuring it. The variety of conceptualizations makes it difficult for researchers to interpret, compare, and evaluate the presence ratings obtained from individual studies. Presence has been measured by employing questionnaires, physiological indices, behavioral feedbacks, and interviews. A systematic literature review was conducted to provide insight into the definitions and measurements of presence in studies from 2002 to 2019, with a focus on questionnaires and physiological measures. The review showed that scholars had introduced various definitions of presence that often originate from different theoretical standpoints and that this has produced a multitude of different questionnaires that aim to measure presence. At the same time, physiological studies that investigate the physiological correlates of the sense of presence have often shown ambiguous results or have not been replicated. Most of the scholars have preferred the use of questionnaires, with Witmer and Singer's Presence Questionnaire being the most prevalent. Among the physiological measures, electroencephalography was the most frequently used. The conclusions of the present review aim to stimulate future structured efforts to standardize the use of the construct of presence, as well as inspire the replication of the findings reported in the published literature.Entities:
Keywords: immersion; physiology; presence; review; virtual environment
Year: 2020 PMID: 32265769 PMCID: PMC7096541 DOI: 10.3389/fpsyg.2020.00349
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Summary of reviewed articles, listed from the oldest to the newest (and alphabetically for publications from the same year).
| Meehan et al. ( | ACM Transaction on Graphics | Multiple experiments, from 92 to 132 | Questionnaire (UCLQ) | Comparison of participants' physiologicalreactions when in a state of stressful virtual height and a non-threatening virtual room | Presence correlated with change in HR and, to a lesser extent, SC. There were no changes in ST. |
| Hoffman et al. ( | CyberPsychology & Behavior | 7 | Questionnaire (scale from 0 to 10) | VR game that induced low or high presence (visual immersion) | Explored the potential of using fMRI to evaluate the sense of presence. Detailed results were not reported. |
| Baumgartner et al. ( | CyberPsychology & Behavior | 23 | Questionnaire (MEC-SPQ) | Participants asked to attend a simulation of a roller coaster | Increase in SC responses in the experimental vs. control condition. Event-related power decrease in alpha waves over the brain parietal cortex (cortical activation in the region). Signal localization analyses showed that spatial cues presented during the simulation elicited activity over the parietal cortex and the insula. |
| Baumgartner et al. ( | Frontiers in Human Neuroscience | 77 | Questionnaire (MEC-SPQ) | Subjects presented with a simulation of a first-person roller coaster in different scenarios | Involvement of the right brain and, to a lesser extent, of the left dorsolateral prefrontal cortex (negative correlation with presence) as a neural correlate for presence in adults. Absence of such a mechanism in children. |
| Busscher et al. ( | Journal of CyberTherapy and Rehabilitation | 60 (exp 1) and 44 (exp 2) | Questionnaire (IPQ) | Presentation of a neutral virtual world and a virtual flight | HR decreased during the highly immersive VR presentation compared to both neutral presentation and real life. |
| Kim et al. ( | 2012 IEEE Virtual Reality Workshops (VRW) | 53 | Questionnaire (PQ) | Examined the effects of different kinds of VE technologies on human emotions and performance | The most immersive methodologies (CAVE and HMD) produced a higher sense of presence in the users vs. desktop display and increased SC. The CAVE system showed the highest modulation of SC. |
| Kober et al. ( | International Journal of Psychophysiology | 30 | Questionnaire (PQ, SUS, ITQ) | A spatial navigation task performed using two different presentations: a highly immersive single-wall display (three-dimensional view) and a desktop display (two-dimensional view) | The more immersive media provoke a more intense sense of presence. Task-related power decrease in the alpha band (8–12 Hz) over the parietal cortex correlated with a stronger feeling of presence. A lower reported sense of presence correlated with enhanced brain connectivity between frontal and parietal brain areas. |
| Kober and Neuper ( | International Journal of Human-Computer Studies | 52 | Questionnaire (SUS, PQ, Short Feedback Questionnaire [SFQ]; Kizony et al., | Navigation in a virtual city (first-person view) | Auditory event-related potentials (ERPs) elicited by VR-irrelevant tones (oddball paradigm) were indexes of presence experience. The reported increase in the sense of presence correlated with the allocation of attentional resources toward the simulated environment (as opposed to the real environment). Late negative slow waves were the best indicators for presence experience in VR, but not mismatch negativity (MMN) or earlier ERP components. |
| Poels et al. ( | Cyberpsychology, Behavior, and Social Networking | 19 | Questionnaire (PQ) | Investigated the emotion felt by gamers during a videogame-playing session | The measured level of arousal and subjective pleasure were good predictors of the user's sense of presence. SC and electromyography were used as an estimator for arousal. |
| Clemente et al. ( | Interacting with Computers | 14 | Questionnaire (SUS) Physiological (fMRI) | Navigation task in a VE consisting of a clean bedroom with basic furniture and accessories | Several brain regions increase their activity during navigation in the VEs (frontal, parietal, and occipital). Activity in the dorsolateral prefrontal cortex was reduced during the navigation task. The centro-parietal cortex and insula were positively modulated by the navigation task; increased activation was related to the sense of presence. |
| Clemente et al. ( | Studies in Health Technology Informatics | 10 | Questionnaire (SUS) | Navigation task in a VE consisting of a virtual bedroom containing some standard items (bed, closet, desk, etc.) | Insula activation was correlated with the sense of presence. This brain area may be related to stimulus attentional allocation and self-awareness processes. Portable EMOTIV EPOC EEG was used. |
| Burns and Fairclough ( | International Journal of Human-Computer Studies | 20 | Questionnaire (IEQ) | Playing a computer game via two different visualization methods; modulation of sense of presence using different stimulus-presentation devices | The technology of visualization of the video game utilized did not affect the EEG signals recorded (ERPs). They used a dual-oddball task as in Kober and Neuper ( |
| Anderson et al. ( | Aerospace Medicine and Human Performance | 18 | Questionnaire (Modified Reality Judgment and Presence Questionnaire [MRJPQ]) | Participants were asked to passively view a VE | Reductions in SC from baseline were greater at the end of the natural scenes compared to the control scenes. HR results were inconclusive. |
| Lee et al. ( | IEEE 2017: Virtual Reality | 41 | Questionnaire (PQ, Social Presence Questionnaire; Bailenson et al., | Participants were asked to rate their sense of presence when experiencing various degrees of multi-sensory stimulation: “mute,” “vibration,” and “sound.” | Increase specifically in the sense of “social presence” in the “vibration” condition compared to the “sound” condition. Increase in general sense of presence both in “vibration” and “sound” conditions compared to a mute presentation. SC was not different among conditions. |
| Makransky et al. ( | Learning and Instruction | 52 (two groups of 28 and 24) | Questionnaire (rating 1 to 5) | A teaching scene (science simulation) was presented using a traditional desktop display (PC) or a VR headset | The VR condition increased the sense of presence, but the learning effect was lower compared to the display presentation. Cognitive load (EEG activity based on the calculation reported by Berka et al., |
| Gromer et al. ( | Frontiers in Psychology | 49 | Questionnaire (MEC-SPQ) | Immersive simulation of height; participants were selected for being sensitive to height but not clinically phobic | Experiencing emotions in a VE gave a stronger feeling of being there. The emotional factors were detected by physiological measures. |
| Pallavicini et al. ( | Simulation & Gaming | 24 | Questionnaire (SUS) | Participants played a game (first-person shooter) using different visualization technologies to induce a lower or higher degree of immersion (desktop monitor vs. Oculus Gear VR) | No difference in “game difficulty” between desktop video and VR. The study participants showed enhanced emotional responses in VR. The reported sense of presence was also higher in the VR condition. |
| Terkildsen and Makransky ( | International Journal of Human-Computer Studies | 34 | Questionnaire (MPS) | Participants explored and interacted in the scenario of a game | In MMN, the N1 components were presence indicators. Skin response peaks/minimums were also found to be presence indicators. |
The names of the questionnaires, as well as the names of the physiological measures utilized, are abbreviated; please consult the .
Figure 1PRISMA flow diagram showing the various stages of article selection.
Summary of the characteristics of the most utilized questionnaires in the analyzed articles.
| PQ | 19 | Physical presence | The sense of involvement and immersion are different, and both are necessary for developing the sense of presence. | Involvement/control, Natural, Auditory, Haptic, Resolution, Interface quality | Control, Sensory, Distractor, Realism | Cronbach's α = 0.88 | Items based on the factors derived from a review of the literature. PQ items investigate presence as involvement and immersion. Positively related to ITQ ( | Positively related to task performance. |
| SUS | 6 | Physical presence | Presence is treated as a mental state. Users are physically present in the VEs (from the formulation of Draper et al., | None | Being there, VE as more real or present than reality, Locality (VE as a visited place) | Not reported | Not reported by the author of the questionnaire. Positively related to PQ ( | Negatively related to the number of errors in the VE task. |
| MEC-SPQ | 3 versions: 4, 6, or 8 items per subscale | Spatial presence | The MEC Two-Level Model of Spatial Presence (Vorderer et al., | Attention Allocation, Spatial Situation Model, Spatial Presence: Self Location, Spatial Presence: Possible Actions, Suspension of Disbelief, Higher Cognitive Involvement, Domain Specific Interest, and Visual-Spatial Imagery | Spatial Presence: Self Location, Spatial Presence: Possible Actions, Cognitive Involvement | Assessed separately for each scale, Cronbach's α from 0.78 to 0.94. | Not reported | Not reported by the author. |
| IPQ | 14 (using items from the SUS and PQ) | Physical presence | The sense of presence emerges from the creation of a spatial-functional mental model of the VE. Cognitive processes related to this model are(1) construction of the representation of body action as real possible actions within the VE and (2) suppression of external sensory inputs that are incompatible with the VE. | Spatial Presence, Involvement, Realness | Transportation, presence as immersion in the VE; presence as the “realism” of the VE | Cronbach's α = 0.85 and 0.87 (from two preliminary studies) | Data collected using this questionnaire showed a similar factor structure compared to other questionnaires. Confirmatory factor analysis of the model that consists of three factors confirmed the validity of the measure (Schubert et al., | Ability to distinguish multiple levels of presence (van Schaik et al., |
| ITQ | 18 | Involvement | The items assess the tendency to become involved in activities and the ability to focus on one specific activity. Investigates both involvement and immersion. | Not reported | Focus, involvement, tendency to play games | Cronbach's α = 0.75 | Based on the items from the analysis of previous literature. Correlates with PQ. | Not reported |
| IEQ | 31 | Mixed: physical presence and theories of cognitive involvement | Built on theories of flow, cognitive absorption, and presence. Five dimensions of cognitive absorption (Agarwal and Karahanna, | Basic attention, temporal dissociation, transportation, challenge, emotional involvement, enjoyment | Cognitive Involvement, Real World Dissociation, Challenge, Emotional Involvement, Control | Not reported | Factor analysis | Not reported |
| MRJPQ | 15 | Physical presence | Items build to evaluate the extent to which the user feels physically in the virtual world and an emotional impact from the simulated scenario | Not reported for the modified version | Not reported for the modified version | Cronbach's α = 0.88 | Not reported for the modified version. | Not reported for the modified version. |
| MPS | 15 | Mixed: physical, social, and self-presence | Lee's ( | Physical presence, Social Presence, Self-Presence | Physical realism, not paying attention to the real environment, sense of being in the VE, not aware of the physical mediation, sense of coexistence, human realism, not aware of the artificiality of social interaction, not aware of the social mediation, sense of bodily connectivity, the sense of bodily extension | Good reliability measured in different experiments for each of the subscales in different studies (using the Person separation index and Cronbach's alpha) | Based on the items from the analysis of previous literature. The scale was validated using confirmatory factor analysis and item response theory. | Not reported by the authors. |
This overview is based on the original publication of the scales and published literature. Please see the .
Figure 2Usage of presence questionnaires in the reviewed articles. See the Appendix for full questionnaire names.
| IVT | Immersive Visual Technology | General |
| E2I | E2I Questionnaire (Lin et al., | Questionnaires |
| BOLD | Blood-oxygen-level-dependent (signal) | Physiology |
Figure 3Physiological measures in the reviewed studies. SC, skin conductance; EEG, electroencephalogram; HR, heart rate; fMRI, functional magnetic resonance imaging; ST, skin temperature; EMG, electromyography. As noted from the chart, EEG is the most commonly used physiological measure, followed by SC.