Literature DB >> 34932593

VR Realism Scale-Revalidation of contemporary VR headsets on a Polish sample.

Natalia Lipp1, Radosław Sterna2,3, Natalia Dużmańska-Misiarczyk2,4, Agnieszka Strojny1,4, Sandra Poeschl-Guenther5, Paweł Strojny1,4.   

Abstract

This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed. We aimed to respond to that change and revalidate the original measure in the contemporary setting. For the purpose of scale validation, data was gathered from six studies with 720 participants in total. Five experiments and one online survey were conducted to examine psychometric properties of the scale in accordance with the Standards for Educational and Psychological Testing. Evidence based on internal structure, relations to other variables and test content was obtained. The factorial structure of the original scale was tested and confirmed. The connections between realism and immersion, presence, aesthetics were verified. A suppressed relationship between realism and positive affect was discovered. Moreover, it was confirmed that scale result is dependent on the quality of VR graphics. Results of the analyses provide the evidence that the VR Simulation Realism Scale is a well-established tool that might be used both in science and in VR development. However, further research needs to be done to increase external validity and predictive power of the scale.

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Year:  2021        PMID: 34932593      PMCID: PMC8691612          DOI: 10.1371/journal.pone.0261507

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


Introduction

Immersive virtual environments

Virtual Reality (VR) is usually defined as technology (hardware) that uses various human-computer interfaces to create the impression of being in a virtual world [1]. Nowadays in the field of psychology, virtual reality is presented in the context of so-called Immersive Virtual Environments (IVE), which can be defined as synthetically produced sensory stimuli that surround the subject perceptually and give the perception that these environments and their components are not synthetic [2]. Immersive Virtual Environments (IVE) have been used for years as educational and training tools [3]. Originally, IVE were used for military or surgical training [4, 5] and were based mainly on algorithmic sequences related to motoric human-system interactions. These early applications can be considered traditional [6]; however, as technology has developed, researchers have begun to use IVE in other fields as well. Now, this technology can be used for, among others, decision-making practice, social skills training, or psychotherapy [7, 8]. The evolution of IVE applications progressed from manual motor-focused traditional simulators to more sophisticated psychologically focused tools. As technological capabilities continue to increase, modern IVE are becoming more similar to the physical world. However, the pursuit of extreme realism may not be justified as it seems that objective realism and its subjective perception (i.e., simulation realism [9]) do not always overlap. Something that is perceived as realistic does not have to be a perfect representation of reality in a virtual environment [10].

Subjective measurement of simulation realism

The need for a self-report measure of simulation realism arose from the fact that, as mentioned above, objective realism (interaction and display fidelity [9]) and subjective perception of it (simulation realism [9]) may differ from each other, while the latter is important for task performance, skill transfer and feelings of presence in a virtual environment [11]. In order to respond to this need, a self-report measure was created: items from the Witmer-Singer Presence Questionnaire [10] were translated into German, and items describing the realism of a virtual audience’s appearance and behavior were constructed and integrated into a 14-item questionnaire [11]. This questionnaire was tested on a sample of N = 151 participants in a CAVE application for addressing fear of public speaking. Varimax orthogonal rotation was used for the factor analysis; four factors were discovered that explained a total of 69.37% of the variance [11]: Scene Realism–fidelity of features such as shadows, lights, reflections, and colors (5 items); Audience Behavior–fidelity of the gestures, postures and facial expressions of a virtual audience (4 items); Audience Appearance–fidelity and realism of a virtual audience’s characteristics, such as adequateness of clothing and the diversity and general authenticity of virtual humans (4 items); Sound Realism–a measure of the perceived adequateness of volume (1 item). The reliability of the original scale is satisfying. It has been used in several studies since it was created; however, some of the items were derived from earlier questionnaires created in the 1990s [10], so it is doubtful that they are still useful for assessing the simulation realism of modern virtual environments. Therefore, in light of growing interest in studying the nature of realism and the fact that CAVES and modern headsets differ greatly in terms of the characteristics of the stimuli they deliver [12], we decided to examine the psychometric properties of the scale in the context of state-of-the-art VR technology and a modern IVE. The rationale for choosing this scale was also that its items are fairly universal in their formulation and thus can be used to assess different hardware and technology without making any adjustments or changes to the scale. By doing this, we create a solid baseline for interpretation of our findings on simulation realism and its impact on other psychological variables. We think that validation of existing tools is of special importance in the VR research field. As shown in a recent paper by Fitrianie and associates [13], there is a trend in VR research to create new questionnaires continuously. This occurs even in situations in which there are already established tools in the literature, as was shown by Oh and colleagues [14] in the context of social presence, for which over 40 questionnaires have been developed to measure this construct. Instead of following this direction, we wanted to make use of and revalidate an existing questionnaire, thus promoting its usage in the field of VR research. Moreover, this approach, in which we validate existing questionnaires instead of producing new ones, can result in standardization of the methods used and ultimately to increased comparability of studies’ results. As mentioned before, the original scale was validated on a CAVE system, but these are undeniably less popular nowadays than VR headsets. Therefore, one of the motivations for the study was to test the scale with a different device. Before proceeding to widespread usage of the VR realism scale, it is important to make sure that it performs sufficiently. Furthermore, the validation of this questionnaire in Polish can be justified from the perspective of the dynamic growth of the Polish game industry. According to a recent report on this industry [15], there are 440 development studios in Poland, and 96% of games produced in Poland are exported. Moreover, in 2018 and 2019, 68 games for different virtual reality technologies were released. The game industry in Poland generated a revenue of €479,000,000 in 2020, and there were 16,000,000 gamers in Poland in 2020. As can be seen from these data, gaming is a big industry in Poland. Tools such as the VR realism scale could be used to validate different gaming and serious gaming tools. Not only the game industry is growing in popularity in Poland: the scientific community in Poland has also started to show interest in conducting studies using various virtual environments [16-19].

VR-related variables

The most common concepts which are brought to the discussion about the virtual experience are immersion, presence, co-presence, flow, and simulation realism. Although simulation realism is the variable of our interest, we present immersion and presence first as these are the basis of the virtual experience. Immersion is defined as an attribute of a medium that allows the user to experience an integral and extensive illusion of reality [20]. In turn, presence is defined as a ‘state of consciousness, the (psychological) sense of being in the virtual environment’ [20 p605]. A high level of immersion is required to induce presence, but the influence of immersion on presence may be not direct. Simulation realism (defined as the extent to which virtual objects are perceived as real [11]) may be considered as a variable that mediates between immersion and presence. In other words, when immersive technology is perceived as real, then presence is induced [21]. In addition to these concepts, some researchers highlight the role of co-presence (the social aspect of the virtual experience [22]) and flow state. Flow is a well-known construct that describes the feeling of being fully involved in and enjoying an activity [23]. Additionally, it has been shown that flow is strongly related to the sense of presence and better performance of VR tasks [24]. These processes are the most frequently described concepts in the field of VR studies and are often listed as factors behind an effective IVE experience [25-27]; on the other hand, we still do not know how they work in an IVE and what conditions must be met for these psychological processes to be triggered. It seems that all these factors might have a common origin: the perception of the virtual as real [21, 25, 28]. As stated before, the degree to which virtual stimuli are perceived as real by the user is called simulation realism [11]. This definition applies mainly to visual realism (i.e., faithful replication of objects, [29]); however, in the course of research on this construct, different types of realism have been identified (realism of interaction, realism of behavior, etc. [25]). It is important to note that realism in this context relates to the experience of the environment and not to its objective characteristics. Bowman and McMahan [9] proposed the term fidelity, which consists of three parts: the system’s output (display fidelity), the exactness of possible interactions (interaction fidelity), and the realism with which the physical world is rendered in the virtual environment (realism of simulation). The influence of both display and interaction fidelity on the virtual experience has been verified in many studies [30-32]. In contrast, simulation realism is often not assessed as part of IVE evaluations due to difficulties with its measurement [11]. Perhaps the reason behind researchers’ preference for testing display and interaction fidelity is the direct relation between them and the capabilities of technology. In contrast, simulation realism is not an objective measure and depends more on cognitive representations and perception of virtual models than on hardware or software. Nevertheless, attempts are being made to operationalize simulation realism and to test the extent of its impact on other variables as it represents a fundamental concept in users’ reactions to a virtual environment.

Relationships between simulation realism and other VR-related variables

Concerning the relationship between presence and simulation realism, the research is inconsistent. Some works point to the importance of pictorial realism [33], but others emphasize the importance of consistency between behavioral and pictorial realism. All elements of a virtual scene should have the same level of realism [34]. A similar issue can be observed in regard to co-presence and its relation to the realism of virtual characters. Some studies show that realism of behavior is the most important factor in increasing copresence [35-37], while others show that some compatibility between appearance realism and behavioral realism is crucial [38, 39]. The definition of simulation realism implies that virtual stimuli are assessed in terms of how similar they are to the corresponding real objects. However, realism is also an art movement, which could imply that VR simulation realism is an aesthetic category. Aesthetics is a construct that describes a subjective pleasurable experience while engaging with stimuli. The connection between simulation realism and aesthetics may imply other consequences as aesthetics is known for its association with pleasure and evoking positive emotions [40, 41]. Therefore, it is possible that assessment of virtual stimuli as real may induce pleasure and positive affect.

Aims of our study

The main aim of our study was to validate the VR Realism scale [11]. According to Messick [42], validity is ‘an evaluative summary of both the evidence for the actual as well as the potential consequences of score interpretation and use’ [42 p5]. As Kazi and Khalid [43] note, validation is a process which ensures that a tool measures what it was made to measure. Moreover, validation helps researchers collect better-quality data. Although validity is a unitary concept, there are many ways to analyze and demonstrate it by referring to different aspects of it [44]. Standards for Educational and Psychological Testing [45] lists five sources of validity evidence: internal structure, relations to other variables, test content, consequences of testing, and response process. Our goal is to test the VR Realism scale according to these standards. Firstly, we aimed to examine the psychometric properties of the VR Realism scale. For this purpose, we verified its internal structure by analyzing its factorial structure and internal consistency. For factor analysis, we chose a confirmatory approach based on the original structure of the scale. It should be noted here that the Sound Realism scale may appear controversial as it consists of only one item. We were aware that the use of a single item to measure a latent variable is questionable; however, we found that removing it before testing the Polish language version of the scale might be considered premature and could lead to difficulties in comparing models and interpreting results. Therefore, we decided to test the model exactly as it was originally created by the German team using a single item related to sound realism. We further address our findings and recommendations in the discussion. Secondly, we aimed to explore the connections between realism and other variables that influence human-computer interaction. When validating a scale, it is crucial to show a pattern of external relationships to similar constructs. These relationships should be consistent with expectations based upon theoretical assumptions [46]. Thus, we decided to correlate the score on the scale with the main characteristics of the experience of being in an IVE: presence, co-presence and immersion. Based on previous studies, we expected that the highest positive correlation coefficient would be observed between simulation realism and immersion. As proposed by [9], the term ‘fidelity’, of which simulation realism is a component, should replace the term ‘immersion’, therefore these two constructs are strongly connected. Moreover, we expected that simulation realism would correlate strongly and positively with presence, especially the realness factor [33]. Further expectations concerned a high positive correlation between simulation realism (in particular, its social factors: audience behavior and audience appearance) and co-presence [2]. We also expected a moderate positive correlation between simulation realism and aesthetics. The beauty of realism may not be surprising in the light of research on aesthetic assessment because users tend to prefer well-known objects which are similar to their prototypes [47]. The role of familiarity in the assessment of aesthetics has been verified in many studies [44, 45, 48]. In these terms, aesthetic judgment may be evoked by simulation realism, which is defined as the extent to which a virtual environment is perceived by the user as a credible representation of the real world. We also expect aesthetics to be a mediator between realism and positive affect because aesthetics is related to pleasure. However, to the best of our knowledge, no study has yet verified this assumption, although the relationship between positive emotions and presence is well documented in the literature [49]. It seems that the virtual experience is inherently positive; however, there is no explanation of why positive affect is evoked during a virtual session. We assume that aesthetic assessment of a simulation is related to an increase in positive emotions. After verifying the relationship between simulation realism and similar constructs (immersion, presence, co-presence and aesthetics), we wanted to explore the boundaries of the realism construct by testing the discriminant validity of the VR realism scale. Psychological constructs tend to overlap [50-53], so our analyses aimed to reduce the definitional ambiguity of realism. To show the discriminant validity of the scale, we chose flow and satisfaction of players’ needs [54]. Although flow may be considered to be a factor that affects presence [55], there is no evidence that simulation realism is involved in evoking flow. The same applies to players’ needs satisfaction. Although satisfaction of players’ needs is important for their well-being, engagement, and therefore for a full virtual experience [56], to the best of our knowledge there is no indication that simulation realism is an underlying mechanism. Therefore, we expect these variables to correlate poorly or not at all with simulation realism as these constructs are not related to simulation realism in terms of content. Additionally, we believe that there is one more reason to verify the relations between simulation realism and other constructs that describe the experience of an IVE. As was mentioned in the Introduction section, highly efficient simulators are those which induce high levels of immersion, presence and co-presence [57]. To induce these, it might be necessary to create sufficiently realistic stimuli, but the exact relationship between all of the discussed variables is still unknown. The data obtained in our research might help in the creation of effective simulations. Thirdly, our aim is to verify test content, which is ‘the degree to which the content of a test is congruent with testing purposes’ [58 p101]. To support this type of evidence, firstly we need to determine the main purpose of using the VR Realism Scale. We believe that this scale’s score can be used as an assessment of a simulation and as a predictor of users’ virtual experience. To prove this, we examined the VR Realism Scale to determine whether it is sensitive to small changes in graphics quality, and we explored the relationship between realism and positive affect. Our work might be a step towards a better understanding of the virtual experience. On one hand, we aimed to provide researchers and developers with confirmation of the structure, usefulness and sensitivity of a well-tested tool that is used to measure one of the crucial aspects of the IVE experience. On the other hand, we aimed to explore the key psychological characteristics that lead to an effective simulation and its relation to realism.

Materials and methods

Tested samples

The total pool of collected data consists of seven studies (A–F), conducted between the years 2017 and 2019. Five of them (B–F) were experimental studies and one (A) was an online survey. The participants in study A were video game players; the participants in studies B, D, and E were cadets from the College of the State Fire Service and active firefighters from firefighting units in Cracow. University students participated in studies C and F. The number of participants and their basic demographic information are presented in Table 1. Information about the analyses performed on subsamples of data is also given in this table.
Table 1

Summary of data used for the purposes of scale validation and demographic information about the participants.

Study N WomenMenAge M(SD)Min. ageMax. ageDate of studyPerformed analyses
A 2455918624.1(4.47)18402017/07–2017/08correlation analysis
B 6015921.58(1.45)19242017/11–2017/12Item analysis CFA with measurement invariance
C 60332722.32(1.63)20272018/01Item analysis CFA with measurement invariance
D 121211924.4(5.63)19422018/02–2018/03Item analysis CFA with measurement invariance correlation analysis t test
E 111210923.66(5.02)19422018/04–2018/05t test mediation analysis
F 120606021.13(2.05)18292019/10Item analysis CFA with measurement invariance
Total 720 (610 unique) 157 (155 unique) 563 (455 unique) 18 42

Procedures

Study A was an online survey in which the participants responded to several questionnaires concerning a video game they had recently played. The participants of the study provided informed active consent before the study protocol. Studies B–F were experiments that were conducted in a three-dimensional virtual environment. There were two groups in study B: an experimental one (where the task was to conduct a rescue operation on virtual victims in a virtual environment) and a control one (where the participants were asked to explore the same virtual environment freely but with no victims present). Study C was designed to test the social facilitation effect, so there were virtual bystanders at the scene in two of the four groups. The conditions also differed in terms of the difficulty level of the task (moving bollards from one side of the street to another). Studies D and E were part of a longitudinal project; the virtual environment used in these studies differed only in terms of the quality of the sound and graphics. The task was the same as in the experimental group of study B. Study F was designed to test mortality salience in a virtual context. The task in this study was to find out what had previously happened in the virtual environment and to secure the scene. There were four experimental conditions in a 2x2 factorial design: the death of a virtual agent vs. all agents alive x task described as a fun game vs. as a simulator for critical infrastructure operators. All the described studies were accepted by the Ethical Committee of Jagiellonian University at the Institute of Applied Psychology. As the number of studies utilized for the present analyses is large, a detailed description of all the procedures is provided in the S1 File. The summary of all procedures is presented in Table 2.
Table 2

Summary of study procedures.

StudyTypeVirtual EnvironmentAim of the studyProcedure
AOnline survey–correlational study.No actual VE (study conducted using Survey Monkey).Identification of variables describing a full virtual experience.Participants were asked to recall the last game they had played and to complete several questionnaires.
BExperiment with physiological and questionnaire measurement.VR simulator for rescue services with a scene presenting a car crash with multiple victims.Assessment of level of arousal, workload, and emotions during a rescue action in VR.Participants were randomly assigned to one of two conditions (experimental or control group) and asked to perform a given task in a VR simulator, during which physiological measurement was conducted. Subsequently, participants completed a set of questionnaires.
CExperiment with physiological, behavioral and questionnaire measurement.VR simulator with a small town scene.Examination of the social facilitation effect in a virtual context.2x2 (task difficulty x presence of virtual agents) between-subject design was used. Participants were asked to perform a previously practiced task in a VR simulator. The task was to move virtual objects from one side of the virtual street to the other. Completion time and EDA were measured.
Subsequently, participants completed a set of questionnaires.
DExperiment with physiological and questionnaire measurement.First iteration of the longitudinal study.VR simulator for rescue services with a scene presenting a car crash.Increasing the level of firefighters’ engagement during a rescue operation.Between-subject design with four conditions. There were three experimental groups with different distractors (e.g., virtual bystanders, a dog) and one control group. The participants had to perform a rescue operation during which EDA, ICG and ECG were measured. Subsequently, participants completed a set of questionnaires.
EExperiment with physiological and questionnaire measurement.Second iteration of the longitudinal study.VR simulator for rescue services with a scene presenting a car crash.Increasing the level of simulation realism.The procedure and measures were identical to study D but with several minor changes in the distractors. Several changes were also made to the virtual scenario.
FExperiment with questionnaire measurement.VR simulator with a small town scene.Examination of mortality salience effects in a virtual context.2x2 (death of virtual agent x serious or fun context) between-subject design was used. The task of the participants was to find out what had happened in the virtual environment and to secure the scene of the event. After task completion, participants were asked to fill out several questionnaires.

Translation process

The original instrument consists of 14 items and was validated in German. After obtaining the authors’ written consent, the original items were translated into Polish by a sworn German translator. In the next step, we conducted a pilot study on five judges who are competent in the field of psychology in order to evaluate the instructions, items, and response format clarity. During this process we identified minor language imperfections in the Polish translation and, in cooperation with the translator, we decided to reformulate the final wording of these items. The final Polish version was consulted with a linguist and back-translated to German by a bilingual German resident born in Poland. Both German versions were compared to each other by the authors of the original scale, who stated that they are satisfactory. The final Polish version was established without further amendments. The Polish version of the scale may be found in S1 Appendix.

Measures

The data came from six different studies which dealt with different research questions and hypotheses. Therefore, this section is limited to a description of the measures that will be used to assess the external validity of the VR Realism Scale. We chose these measures because in our opinion they suffice for full description of the VR experience. A description of all the measures used can be found in S1 File. For an overview of which methods were used in which study, see Table 3.
Table 3

Self-report measures used in the reported studies–an overview.

QuestionnaireStudy AStudy BStudy CStudy DStudy EStudy F
Realism Scale [11]XXXXXX
Igroup Presence Scale [59]XXXXX
Player Needs’ Satisfaction Questionnaire [54]X
Immersion Questionnaire [60, 61]X
The Flow State Scale-2 [62, 63]X
Scale of Aesthetics [40, 64]XXX
Scale of Mood [65]X
Scale of Emotions [65]XXX
NASA Task Load Index [66, 67]XXX
The General Self-Efficacy Scale [68, 69]X
Stress Appraisal Questionnaire [70]XXX
Self-assessment Manikin [71]XXX
Co-presence Scale [72]XXX
Simulator Sickness Questionnaire [73, 74]XXX
Positive and Negative Affect Schedule [75, 76]X
The Polish adaptation of the Igroup Presence Questionnaire (IPQ; [59]) by Strojny, Lipp, and Strojny (unpublished) was used to measure the sense of presence (in three dimensions: spatial presence, involvement, and realness). It consists of 13 items, and participants indicate their answers on a 5-point Likert scale. The psychometric evaluation of the Polish version revealed satisfying internal consistency coefficients (Cronbach’s alpha for the three factors > .80). The Players’ Needs Satisfaction Questionnaire [54] is based on Self-Determination Theory. It measures the level at which three universal needs (competence, autonomy, and relatedness) are satisfied by playing a game; this questionnaire also measures presence/immersion and intuitive controls. In the absence of a properly validated Polish version of this questionnaire, we decided to assess the internal consistency of the translated version using Cronbach’s alpha reliability coefficient. The obtained Cronbach’s coefficients were as follows: .79 for competence need, .80 for autonomy need, .67 for relatedness need. The coefficients of the original scale were .63 for competence, .71 for autonomy, and .72 for relatedness. The Immersion Questionnaire [60, 61] was used to measure the players’ absorption in the virtual environment. It consists of 27 items. Factor analyses performed by its authors confirmed the one-factor structure of this scale. The authors of the Polish version obtained a high reliability coefficient (Cronbach’s alpha = .94). The Flow State Scale-2 [62, 63] assesses the experience of flow during a game session. It contains 36 items measuring nine aspects of flow. For the current analysis, the flow variable was calculated as the average result of all items. According to the authors of the original scale, the reliability of each individual subscale (tested in two studies) ranges from .80 to .90 with a mean of .85, and from .80 to .92 with a mean of .87. The Scale of Aesthetics [48, 64] is a 10-item scale that was used to evaluate perceived aesthetic aspects of graphics quality (in the classical and expressive dimensions). The classical dimension describes the order, clarity and familiarity of a design, while the expressive dimension describes its originality, richness, creativity and novelty. Participants answer the questions on a 7-point Likert scale. According to the authors of the original French scale, both subscales have a reliability of .86 [77]; the Polish version has very similar reliability (.86 and .87 for classical and expressive, respectively). The Polish translation of the Co-presence Scale [72] was used to measure social aspects of VR, particularly engagement in relationships with virtual characters (in four dimensions: presenter’s reactions to virtual agents, perceived virtual agents’ reactions, the impression of interaction possibilities, and the (co-)presence of other people). The items are rated on a 5-point Likert scale. Due to the lack of a properly validated Polish version, we assessed the internal consistency of the Polish translation using reliability analysis. The obtained Cronbach’s coefficient was high (alpha = .89). In the original German version, the reliability of the first three subscales is high (alpha > .80); for the “(co-)presence of other people” subscale it is slightly lower (alpha = .71). The Scale of Emotions [65] was used to assess the intensity of six basic emotions: joy, love, fear, anger, guilt, and sadness. It consists of 24 items rated on a 5-point Likert Scale. The alpha coefficients of the scales are as follows: alpha = 0.81 for joy, alpha = 0.82 for love, alpha = 0.80 for fear, alpha = 0.85 for anger, alpha = 0.55 for guilt, and alpha = 0.86 for sadness. The Self-Assessment Manikin [71] (SAM; Bradley and Lang 1994) is a pictorial questionnaire. It was used to assess emotional responses to stimuli in three fundamental dimensions: valence, arousal, and dominance.

Data analysis strategy

Several statistical procedures were applied to the data. In this section, they are outlined and briefly described.

Preliminary analyses

Before the main analyses, several initial steps were applied. Firstly, since the used data comes from six different studies (A–F), the General Linear Model (GLM) was used to test how much of the total variance in the data is explained by the data source (a single study). We decided that if Eta-squared was lower than 0.03, the source of data would be omitted from the analyses.

Internal consistency—Reliability analysis

In the first step, we performed an item analysis to examine the indexes of discrimination. We chose the corrected item-total correlation, which is defined as a correlation between one selected item score and the total scale score (excluding the selected item [78]). The interpretation of the corrected item-total correlation coefficients is as follows: r < .19 indicates that the item does not discriminate well; values between .20 and .30 indicate good discrimination; r > .40 indicates very good discrimination. It is suggested that items should be dropped if they correlate negatively with the total scale. Reliability analysis was performed to evaluate the internal consistency of the scale. A scale is considered to be homogeneous if the Cronbach’s alpha coefficient is higher than .70 [79]. However, .70 reliability may not be accurate enough and it was proposed that .80 (or higher) alpha coefficient should be used for satisfactory internal consistency [80]. Since Cronbach’s alpha is sensitive to the number of items, it should be noted that one could expect this coefficient to be relatively weak when it is calculated for separate subscales.

Internal structure of the scale—Factorial analysis

The factorial structure of the Polish version of the Realism Scale was compared to the original structure postulated by Poeschl and Doering [11]. Confirmatory factor analysis was conducted using R’s lavaan package [81] and the diagonally weighted least squares estimation (DWLS) procedure. It was decided that the evaluation of the model’s fit would be based on fit indexes rather than on the Chi-square goodness of fit, which is well known to be sensitive to larger sample sizes [82]. As recommended [82], two incremental indexes (TLI, CFI) and two absolute indexes (SRMR, RMSEA) were chosen for evaluation of the model’s fit. The proposed criteria for the chosen indices are as follows: TLI > .95, CFI > .95, RMSEA < .08, SRMR < .08 [82]. As our validation was performed on a different (Polish) sample using different technology (VR HMD) than the original scale, which was validated on a German sample using CAVE, it is important to test measurement invariance in order to ensure that the measured constructs mean the same across distinct groups. Measurement invariance may be conducted using multigroup confirmatory factor analysis with a series of models. Each subsequent model is more restrictive in terms of the number of parameters that are set to be equal across groups. In the first step, configural invariance is tested. Configural invariance is least restrictive as it allows all parameters to vary freely across groups. It provides evidence of the similarity of the tested model’s structure. In the next step, metric invariance, which constrains factor loading to be the same across groups, is verified. Metric invariance indicates that participants of both groups understand the constructs in the same way. If the model holds, the factor loadings and item intercepts can be constrained to be qual (scalar invariance). Scalar invariance makes it possible to assess the mean difference of the latent variable across groups. Lastly, the residual invariance is tested; this is the most restrictive model as factor loadings, item intercepts, and items’ residual variances are set to be equivalent across groups [83, 84]. Measurement invariance is evaluated by comparing subsequent pairs of models (i.e., configural vs metric, metric vs scalar, scalar vs residual). To assess measurement invariance, the following indexes are considered: chi2, CFI, RMSEA, BIC, and AIC. The CFI and RMSEA interpretations are the same as in the case of confirmatory factor analysis. Non-invariance can be identified based on a decrease in goodness-of-fit indexes. Additionally, AIC and BIC refer to predictive accuracy and are measures of comparative fit. This means that the model with the lowest BIC and AIC predicts new data most accurately [84].

Evidence based on relations to other variables—Correlation analysis

To obtain evidence based on relations to other variables, we chose correlation analysis. We decided to test variables that are both related and unrelated to the construct. Such an approach allows both convergent and discriminant evidence to be obtained [58]. According to the Standards, “relationships between the test scores and other measures intended to assess similar constructs provide convergent evidence, whereas relationships between test scores and measures purportedly of different constructs provide discriminant evidence” [85 p14].

Evidence based on relations to other variables—Mediation analysis

We assumed that simulation realism may be related to aesthetics and therefore may evoke positive affect. Aesthetic assessment may be an underlying process that links realism and emotions. In order to explore this mechanism, mediation analysis was used. We chose mediation analysis because it allows the hypothesis about a third variable’s influence to be tested, which may be crucial for understanding the mechanism by which an effect operates [86]. Mediation analysis tests the relationship between two variables (direct effect) but it also tests the relationship between three variables (indirect effect). Simple mediation analysis is based on three assumptions. Firstly, there must be a statistically significant relationship between the independent and dependent variables (path c’ in Fig 1). Secondly, the influence of the independent variable on a mediator must be statistically significant (path a in Fig 1). Lastly, a mediator must significantly influence the dependent variable (path b in Fig 1 [87]). However, if there is a possibility that mediation analysis does not meet the first criterium, then it is called suppression analysis [88], which is mathematically equivalent to mediation. A suppressor is a third variable that increases the direct effect [89].
Fig 1

Graphical representation of the mediation analysis [90].

For the mediation analysis, the SPSS Process Macro [90] was used. This macro tests the mediation hypothesis with the use of a bootstrapping procedure. We computed unstandardized indirect effects for each of the 5,000 bootstrapped samples and the 95% confidence intervals (CI) by determining the indirect effects at the 2.5th and 97.5th percentiles. For each path, beta coefficient and confidence intervals are provided.

Results

Preliminary analyses

The GLM analysis revealed that less than 9% (eta-squared = .086) of the total variance stems from the source of the data. Thus, we included the data source (a study) as a covariate in the CFA analysis. All data used may be found in Supporting Information (S1 Dataset).

Internal consistency—Item analysis and reliability analysis

The discrimination indexes were examined by item analysis. To perform item analysis, corrected item-total correlation was chosen. The analysis was performed twice: first, to obtain correlation coefficients for the total scale (including all 14 items); second, to obtain correlation coefficients for the three subscales. The results are presented in Table 4. Except for item 14 (i.e., sound realism; rjx = .07), the coefficients indicate good discrimination ranging from .39 to .60 for the total scale. Concerning correlations between an item and a subscale, the results also indicate good discrimination: coefficients ranged from .49 to .74. No coefficient was obtained for the sound realism subscale as it has only one item.
Table 4

Correlation coefficients obtained in item analysis (items translated into English).

FactorItemCorrected item-total correlation
Correlation with total scaleCorrelation with specific subscale
Scene realism 1. Reflection in virtual space seemed to be natural..58.60
2. Light and shades in virtual space were realistic..60.67
3. The virtual space seemed to be three-dimensional..43.51
4. Coloring in virtual space appeared to be natural..57.61
5. Proportions of the virtual space were realistic..52.55
Audience behavior 6. Posture of virtual humans was natural..54.49
7. Gestures of virtual humans was natural..60.74
8. Behavior of virtual humans in virtual space was authentic..57.68
9. Facial expressions of virtual humans were realistic..57.66
Audience appearance 10. Outfit of virtual humans was adequate..39.51
11. Virtual humans differed concerning their appearance..50.58
12. Virtual humans in their entirety seemed to be authentic for this occasion..58.51
13. Outfit of virtual humans was natural..60.66
Sound realism 14. Ambience sound intensity in the virtual room was ….07-
We performed a reliability analysis for each study separately. The obtained Cronbach’s alpha coefficients are presented in Table 5. The coefficient for the Sound Realism subscale was not calculated because this dimension consists of only one item.
Table 5

Cronbach’s Alphas of the VR Realism Scale and its dimensions.

DimensionNumber of itemsCronbach’s alpha
Study AStudy BStudy CStudy DStudy EStudy F
Combined scale 14.88.85.82.90.88.84
Scene Realism 5.80.75.67.81.79.75
Audience Behavior 4.82.85.79.86.87.81
Audience Appearance 4.73.74.66.86.78.68
Sound Realism 1
The obtained Cronbach’s alpha coefficients can be considered satisfactory. For the combined scale, alpha ranges from .82 (study C) to .90 (study D). As was predicted, the coefficients of the subscales are lower than of the combined scale, ranging from .66 (audience appearance in study C) to .87 (audience behavior in study E).

Evidence based on internal structure—The factorial structure of the VR Realism Scale

The tested four-factor model (Scene Realism, Audience Appearance, Audience Behavior, Sound Realism) yields a decent fit: TLI = .965 (good, expected above .95), CFI = .973 (good, expected above .95), RMSEA = .084 (mediocre, expected below .08), SRMR = .076 (good, expected below .08). The incremental indexes yield an acceptable fit. However, the results show a discrepancy between the RMSEA and SRMR indexes, and the RMSEA index did not meet the set criteria. We refer to these results in the discussion section. The obtained factor loadings are presented in Fig 2.
Fig 2

The four-factor model with standardized factor loadings.

Considering the unsatisfactory fit of the four-factor model, we decided to test another model for comparison. As the latent variables in the four-factor model remained highly correlated with each other (except for the Sound Realism subscale, see Fig 1), we came to the conclusion that testing a bifactor model is justified. The new model consists of four factors (Scene Realism, Audience Appearance, Audience Behavior, Sound Realism) and a general factor that is impacted by all the items of the scale. Orthogonal rotation was used to rule out correlation between factors. The bifactor model (see Fig 2) yields a satisfactory fit: TLI = .971 (good, expected above .95), CFI = .98 (good, expected above .95), RMSEA = .076 (fair, expected below 0.08), SRMR = .067 (good, expected below 0.08). All the fit indexes meet the assumed criteria; therefore, it can be stated that the observed data confirm the theoretical structure of the VR Realism Scale. The standardized factor loadings are presented in Fig 3. Since the bifactor model yields a satisfactory fit, we present further results for simulation realism treated as a result of the combined scale and for each subscale separately.
Fig 3

The bifactor model with standardized factor loadings.

Measurement invariance

A comparison of the German (n = 181) and Polish (n = 274) groups showed partial configural invariance (Table 6) because there is a discrepancy between the CFI and RMSEA indexes. The RMSEA index yields a satisfactory fit (RMSEA = .073, expected below 0.08) but CFI does not meet the assumed criteria (CFI = .90, expected above .95). We decided to perform subsequent tests. The model for metric invariance yields a very similar fit. The level of CFI (CFI = .89) slightly decreases but RMSEA yields a satisfactory fit (RMSEA = .073). In the next step, we tested scalar invariance. The results (Table 6) could not support evidence for scalar invariance. As is presented in Table 6, we can observe a substantial deterioration of the fit indexes (CFI, RMSEA). It seems that these results indicate non-invariance.
Table 6

Summarizing the measurement invariance analysis.

Modelchi2DfCFIRMSEABICAICΔChi2ΔdfΔCFIΔRMSEA
Configural invariance 319.19*144.90.07316,15915,772----
Metric invariance 340.85*154.89.07316,12015,77221.6610.01.000
Scalar invariance 639.66**164.72.11316,35816,053298.8110.17.040
Partial scalar invariance 528.91**162.78.10016,25815,945188.068.120.027

*p < .05.

**p < .001.

*p < .05. **p < .001. In the next step, we explored which items are non-invariant. Therefore, we analyzed the modification index, which shows that there will be an improved fit if we allow item 12’s loading to vary freely. We determined that setting item 12’s loading to vary freely across groups could significantly decrease chi2. We decided to verify the non-invariance of item 12. After modification, the fit indexes were slightly improved (Table 6, “partial scalar invariance” row); however, these results cannot support evidence for scalar invariance. As scalar invariance was not verified, we decided to not test residual invariance.

Evidence based on relations to other variables—Correlation analysis

The results of the performed correlation analysis are presented in Table 7. The obtained correlation coefficients are lower than was expected. Simulation realism (understood as the general factor score) correlates weakly and positively with immersion (r = .35, p < .001). Also observed were a weak positive correlation between simulation realism and spatial presence (r = .41, p < .001) and a moderate positive correlation with the realness aspect of presence (r = .57, p < .001). No significant correlation between simulation realism and the involvement aspect of presence was found (r = .08, p = .418). Simulation realism is also related to all aspects of copresence (r ranging from .31 to .42, p < .001). Surprisingly, the highest correlation coefficient was obtained for scene realism and classical aesthetics (r = .71, p < .001). As was predicted, simulation realism correlates neither with flow state nor with needs satisfaction, except for autonomy need satisfaction (r = .34, p < .001). We will refer to these results in the Discussion section.
Table 7

Correlations with similar measures.

VariableImmersionPresenceCo-presenceAestheticsPlayer Needs SatisfactionFlow
ImmersionSpatial PresenceInvolvementRealnessPresenters reaction to virtual agentsPerceived virtual agents’ reactionImpression of interaction possibilitiesOther peopleClassical AestheticsExpressive AestheticsCompetence NeedAutonomy NeedRelatedness NeedFlow
Combined Scale.32**.41**.08.57**.31**.35**.42**.38**.69*.51*.01.37**.04.11
Scene realism.27**.43**.13.53**.31**.35**..38**.35**.71**.47**.03.37**.05.10
Audience behavior.37**.37**.14.54**.29**.38**.49**.42**.55**.50**.01.32**.06.10
Audience Appearance.17*.31**-.03.40**.19.19.26**.26**.59**.35**-.01.25**-.04.10
Sound realism.06.05-.12.29**.21*.14.14.11.18.21*.04.13.04.01

*p < .05.

**p < .01.

*p < .05. **p < .01.

Evidence based on relations to other variables—Realism and emotions

The high correlation obtained between simulation realism and classical aesthetics may indicate the sensori-emotional value of perceived realism. We decided to determine whether aesthetic experience is an underlying mechanism by which simulation realism influences positive emotions. In order to do this, we performed a mediation analysis (for a visualization of the tested model, see Fig 4).
Fig 4

Simple mediation model.

We performed a series of simple mediation analyses. In our models, the independent variable was simulation realism (understood as the result of the combined scale and each subscale). Classical aesthetics was a mediator variable. As dependent variables, we used two subscales (joy and love) from the scale of six basic emotions. Also, we tested the model with valence as a dependent variable. For the combined scale (as an independent variable) we found a significant indirect effect between simulation realism and love, mediated by classical aesthetics (beta = .17 95% = [.03, .30]). However, in this case, none of the direct paths (a, b, c’) was statistically significant, which may indicate the suppressed role of classical aesthetics. Analysis did not reveal any significant effects for joy or valence (see Table 8 for the coefficients and confidence intervals).
Table 8

Standardized regression coefficients for the relationship between simulation realism and positive emotions mediated by classical aesthetics.

Independent variableDependent variableStandardized regression coefficients
path apath bdirect effect–path c’indirect effect–path ab
beta95% CIbeta95% CIbeta95% CIbeta95% CI
Combined scale Joy .59.71, 1.22.16-.07, .46.15-1.16, .72.10-.03, .22
Love .59.71, 1.22.29.07, .48.06-.24, .43.17.03, .30*
Valence .59.71, 1.22.18-.07, .63.11-.30, .84.11-.01, .25
Scene Realism Joy .66.79, 1.22.22-.04, .54.05-.34, .54.14-.01, .29
Love .66.79, 1.22.24-.00, .44.14-.14, .53.16-.01, .32
Valence .66.79, 1.22.18-.10, .65.10-.35, .79.12-.04, .28
Audience behavior Joy .43.29, .68.20-.01, .47.13-.10, .44.09.01, .19*
Love .43.29, .68.31.10, .47.05-.15, .26.13.04, .24*
Valence .43.29, .68.22.03, .65.05-.25, .44.10.01, .21*
Audience appearance Joy .35.25, .78.21.02, .48.12-.14, .54.07.01, .16*
Love .35.25, .78.35.14, .50-.04.-.31, .21.12.04, .21*
Valence .35.25, .78.21.02, .63.09-.23, .65.07.01, .18*

* significant effect.

* significant effect. In the next step, we performed a mediation analysis for each subscale. In the case of scene realism, the analyses performed did not reveal any statistically significant effects for joy, love, and valence. For audience behavior (as an independent variable), the analysis revealed significant indirect effects for joy (beta = .09, 95% CI = [.01, .19]), love (beta = .13, 95% CI = [.04, .24]) and valence (beta = .10, 95% CI = [.01, .21]). Likewise, the assumptions of mediation analysis were not fulfilled for the combined scale: only the indirect effects were statistically significant (see Table 8 for coefficients and confidence intervals). Similar significant indirect effects were found for audience appearance. In this case, the analysis revealed suppression effects for joy (beta = .07, 95% CI = [.01, .16]), love (beta = .12, 95% CI = [.04, .21]) and valence (beta = .07, 95% CI = [.01, .18]).

Evidence based on test content—Sensitivity of the scale

In order to test the sensitivity of the scale, the results obtained in study D and study E were compared. As was mentioned in the Materials and Methods section, these two studies were parts of a larger research program with the same participants, procedures, and tasks. The virtual environments used in these studies differed only in terms of the graphics and sound. Sounds were made more adequate in terms of volume (louder) and content. Sounds of road traffic and people wailing and moaning were added. Some models were also improved: more details were added to the inside of the car and its doors were made thicker. An animation of an opening and closing mouth while checking airways was added. The virtual agents’ behavior was improved: for example, one of the virtual victims would lose consciousness (fall to the ground) 40s after engaging in an interaction with the virtual agent. An example of these improvements is shown in Fig 5. We expected an increase in scene realism between these two studies because more textures had been added to the virtual objects. Also, we predicted that audience appearance and behavior would be assessed as better because of the new animation of the opening and closing mouth. These two aspects of realism might also have been influenced by the adding of a situation in which one of the victims loses consciousness. We expected that adding moaning and yelling sounds would improve sound realism.
Fig 5

An example of some of the improvements made to the simulator.

Panels A and B are from the earlier version; panels C and D are from the second, improved version.

An example of some of the improvements made to the simulator.

Panels A and B are from the earlier version; panels C and D are from the second, improved version. To verify whether the VR Realism Scale is sensitive to small changes in a simulation, a t-test for dependent samples was conducted. The results of the analysis are presented in Table 9. Significant differences were also detected for the combined scale and all four aspects of simulation realism. The effect sizes for combined scale, scene realism, audience behavior realism, audience appearance realism and sound realism (d ranges between .20 and .42) should be considered small [91].
Table 9

T-test results.

Study DStudy Et-testEffect size
M SD M SD t df p Cohen d
Combined Scale 0.170.670.390.61-3.48108.001**.34
Scene Realism 0.200.740.360.69-2.11108.037*.21
Audience Behavior -0.100.880.180.94-3.24108.002**.30
Audience Appearance 0.580.880.780.71-2.13108.036*.20
Sound Realism -0.570.92-0.130.88-4.42108.001**.42

* p < .05.

** p < .01.

* p < .05. ** p < .01.

Discussion

The presented analyses aimed to validate the psychometric properties of the scale, confirm its sensitivity, and explore the relationships with other IVE characteristics. To achieve these aims, we used data from different sources. We considered the confirmation of the original scale structure to be essential as, to the best of our knowledge, we are the first research team to use the Polish version of the scale. The factorial structure of the Polish version of the VR Realism Scale was compared to the original four-factor structure. This model has a satisfactory fit except for one absolute index: RMSEA. Although RMSEA is one of the most popular fit indexes, it may not yield accurately when fitting ordinal factor analysis [92]. We decided to apply diagonally weighted least squares estimation because our endogenous variable was derived from answers on a Likert scale and was therefore categorical. In this case, SRMR may be more accurate when assessing the degree of misfit [92]. In this model, three of the four latent variables remain correlated (from r = .59 to r = .69, see Fig 1) with each other. For this reason, we also decided to test the bifactor model. In this way, the similarity to the original version of the scale is preserved but the general factor is loaded directly by items. The bifactor model allows researchers to calculate results on either subscales or one combined scale [93]. The fit of this model is satisfactory. Compared to the four-factor model, all indexes are slightly improved (RMSEAdecrease = .005, SRMRdecrease = .007, CFIincrease = .006, TLIincrease = .004). In our opinion, the obtained CFA coefficients provide sufficient evidence to support the validity of the internal structure of the scale. In our opinion, the bifactor model is exceptionally useful in the case of simulation realism. As we mentioned before, rather than adding more textures to objects or agents, the consistency between various aspects of realism is crucial for the virtual experience [94]. Therefore, evaluating simulation realism aspects separately may be not the correct approach. However, calculating the combined scale score may lead to loss of variance, therefore the discrepancy between simulation realism aspects may be unnoticed. Additionally, there are simulations without virtual agents, and in such cases the combined scale score may be considered meaningless. Bifactor models are used for the assessment of a construct that is treated as one-dimensional and multidimensional at the same time [95]. Therefore, we recommend comparing the means obtained in the subscales in the first step. Then, if the means are comparable, we recommend calculating the combined scale score. As our analyses consider a validation of an existing tool, we tested measurement invariance to determine whether the German and Polish versions are comparable across groups; however, the results seem to be inconclusive. RMSEA yields satisfactory fits for configural and metric invariance, but the CFI indexes are slightly too low to be considered a good fit. Additionally, interpretation of comparative indexes, namely AIC and BIC, indicates that metric invariance may be supported (a decrease in comparison to configural invariance). We could not obtain any evidence for scalar invariance, even though we set item 12 to vary freely across groups; therefore, the results may indicate scalar non-invariance. Summarizing, the structure of the scale is the same in both versions. Moreover, it seems that the items in the Polish and German versions of the scale are understood in the same way in both groups. Scalar non-invariance may be the result of one group’s tendency to systematically over- or under-respond to the questionnaire [96]. Scalar non-invariance may also be due to construct bias or method bias [97]. The development and validation processes of the German and Polish versions of the VR realism scale differ in terms of participants’ language (German vs Polish) and the technology used (CAVE vs HMD). The translation process was conducted in accordance with the state of the art (i.e., including back-translation by professional translators and a bilingual person; linguistic consultation; approval of the original scale author; pilot study). Additionally, our results may support evidence for partial metric invariance. Therefore, it seems to us that scalar non-invariance may be a result of the different technology used during the validation process, although we do not have data that could verify this assumption. In order conclude that the Simulation Realism Scale provides different results depending whether a CAVE or an HMD is being assessed, an experiment with two groups (CAVE vs HMD) that speak the same language should be conducted. We obtained evidence based on relations to other variables by performing correlation analysis that included variables which are related to simulation realism (presence, immersion, co-presence, aesthetics) on the basis of theoretical assumptions, and variables which are important for the virtual experience but are not necessarily related to simulation realism (flow, players’ needs satisfaction). The correlations with both immersion and presence are surprisingly low. We expected that simulation realism, as an aspect of fidelity, would be strongly related to immersion. Perhaps immersion is more strongly related to other aspects of fidelity, namely display and interaction fidelities. If so, a weak connection between simulation realism and immersion may support the thesis that simulation realism is a purely perceptual experience, whereas immersion (i.e. fidelity) is a result of technological capabilities [9]. In turn, the sense of presence may be a much more complex cognitive process [59] that cannot be explained by just one factor, namely simulation realism. Nevertheless, we expected a much higher correlation between simulation realism and one aspect of presence, namely realness, as these two variables seem to overlap. Perhaps this moderate correlation (r = .53) between scene realism and realness supports the existence of the method effect [98]. Our results are in line with evidence that indicates inconsistency in the relation between presence and realism [33, 34]. It seems that sense of presence is not only dependent on perceiving the virtual environment but also on the ability to take action [99]. In the light of our results, it may be concluded that simulation realism is not enough to evoke a strong sense of ‘being there’. In the case of the relation between simulation realism and aspects of co-presence, the Pearson’s r coefficient obtained for the ‘audience behavior’ subscale is relatively higher than that for ‘scene realism’ and ‘audience appearance’. These predictions are in line with research [35-37] and theoretical predictions [25] that emphasize the importance of behavioral realism over appearance realism. The fact that co-presence correlates more highly with audience behavior realism than with other aspects of simulation realism may support the congruent validity of the scale as well as the quality difference between subscales. As we predicted, the relation between realism and flow and the relation between realism and players’ needs satisfaction can be considered as discriminant evidence, except for the autonomy need. We did not expect a correlation between simulation realism and autonomy need satisfaction. This result could indicate that realism may be somehow involved in intrinsic motives. The satisfaction of autonomy need is enhanced by providing a plurality of choices and a sense of freedom [54]. Perhaps a complex virtual environment with many interaction possibilities can satisfy this need and thus increase users’ well-being. In this sense, realism is not only limited to the visual aspect: the fidelity of the physical world in terms of the available actions is also important. Based on the results of correlation analysis and the connection between simulation realism and aesthetics, we decided to determine whether the scale scores have one more consequence: the ability of realism to evoke pleasure, namely positive emotions in this case. We discovered a hidden relation between realism and positive affect (the emotions of joy and love), and between realism and valence. In the tested models, there was no significant relation between simulation realism and any of the tested positive emotions. Nevertheless, we tested whether controlling for aesthetic assessment changes this relation. We found that classical aesthetics is in fact a suppressor of the relation between realism and positive affect (the emotions of joy and love). Interestingly, classical aesthetics suppressed the influence of simulation realism on positive affect but only in the case of social aspects of realism (subscales: audience behavior, audience appearance). It is worth noting that the mediation analysis did not meet the traditional assumptions established by Baron and Kenny [87]. However, more recent works emphasize that calculating indirect effects is allowed even if there is no direct influence of the independent variable on the dependent variable [88]. Bearing in mind the fact that we did not follow the traditional approach in this part of our analyses, we recommend further exploration regarding the relationship between positive emotions and realism. We believe that this relationship is of particular importance as many simulations aim to evoke negative affect for the purposes of training [5] or therapy [8]. Therefore, if high simulation realism induces positive emotions, this issue should be carefully considered when designing virtual environments whose goal is to evoke emotions of negative valence, such as tools for anxiety treatment. To obtain evidence based on test content and to test the sensitivity of the scale, we verified how improving the design of the virtual models influences the assessment of simulation realism. The participants were asked twice at an interval of two months to complete the same VR task. The second time, the simulation was slightly improved in terms of the quality of textures. The analyses show an increase in the assessment of simulation realism in terms of scene realism, audience behavior, audience appearance, sound realism, and general impression. The obtained results may indicate that users are sensitive to small changes in simulation graphics and that the simulation realism measured by the VR Realism Scale is operationalized adequately. Furthermore, these results show the ability of the scale to capture even small changes in the perception of a simulation, which makes it a promising tool for both developers and scientists. Regarding evidence based on response processes, we did not follow recommendations such as using eye-tracking, interviews or focus groups [100]. However, during the translation process we conducted a pilot study (see Translation process subsection) to verify that the items of the scale are understandable and sound natural. In the final version of Polish scale, we included all participants’ comments. During our research program, none of the participants (n = 720) reported that the items were unclear or difficult to answer. Moreover, all items are affirmative single sentences, which makes them easily to process [101]. We believe that the arguments given are sufficient to be considered as evidence that is based on response processes.

Limitations and future directions

We agree with the authors of the original questionnaire that the issue of sound realism should be addressed in more detail [11] in the future. In fact, we decided to include it in the analyses because our goal was to test the model as it was created. However, for the findings summarized below, we believe that it is necessary to consider the possibility of removing the audio realism item from the analyses when designing any future study. This single item is formulated counter-intuitively (the “best” answer is located in the middle of the scale, unlike all the other items), which may have distorted the analysis. In the case of the four-factor model, sound realism does not correlate with any other latent variable. In turn, in the bifactor model we observed a lack of influence of the audio realism item on this latent variable. The content of this item relates only to audio volume, which cannot be considered an accurate measurement of the more complex phenomenon of the sound aspect of realism. Considering the above, our recommendation for future research is to drop the single sound item from analysis. On the other hand, we do not believe that omission of this item should be mandatory because, at least until the publication of a validated tool for measuring sound realism, gathering information with this item may provide a substitute for information about this aspect of realism. Including this item in analysis also allows for standardization of methods and increases the comparability of studies. Future work should also address the development of a more accurate scale to measure sound realism. The sheer volume level is something that can be easily corrected by the experimenter during the experiment and by the user during daily use, therefore it should not lead to disruptions in perceived realism. Perhaps, instead of measuring the level of adequateness of volume, developing items concerning the emotional prosody of virtual agents would be more beneficial. In its present form, the scale consists of items that concern only the audio-visual and audio aspects of simulation realism. However, these are not the only ones that may be experienced in an IVE. Modern simulators can provide users with haptic feedback, smell or even radiation [102]; thus, in the future, measurement of simulation realism should also include other sensory modalities. We were not able to obtain evidence based on the consequences of testing. More research needs to be done to determine what can be predicted on the basis of a scale score. We believe that two directions are worthy of further research. Firstly, we discovered a hidden relation between simulation realism and positive affect. Future research should include identification of the underlying mechanism of this relationship. Secondly, the influence of simulation realism on users’ behavior during VR sessions should be tested. The question of whether users’ assessment of realism changes the way they act needs to be taken into consideration.

Conclusions

In the paper we present a validation of the VR Simulation Realism questionnaire. Our work is beneficial for both academia and practical applications. When it comes to science per se, our research is a step towards better understanding of the virtual experience. We provide analyses which directly indicate relationships between realism and the psychological characteristics of an effective simulation. Furthermore, we show the definitional boundaries of realism, and we confirm the structure, usefulness and sensitivity of this scale. We believe that this paper provides evidence that the VR Realism Scale is a well-tested tool that can be used to measure one of the crucial aspects of IVEs, namely realism; therefore, it should be useful in both science and VR development. However, our work has some limitations: the measurement of only visual and auditory modalities and the lack of evidence based on the consequences of testing. These limitations should be considered as future directions of research.

Polish version of the VR Realism Scale.

(PDF) Click here for additional data file.

Procedures and measures.

(PDF) Click here for additional data file.

Data used for analysis.

(XLSX) Click here for additional data file. 14 May 2021 PONE-D-21-05975 VR Realism Scale – revalidation of contemporary VR headsets on a Polish sample PLOS ONE Dear Dr. Lipp, Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process. Please submit your revised manuscript by Jun 28 2021 11:59PM. If you will need more time than this to complete your revisions, please reply to this message or contact the journal office at plosone@plos.org. When you're ready to submit your revision, log on to https://www.editorialmanager.com/pone/ and select the 'Submissions Needing Revision' folder to locate your manuscript file. 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Thank you for providing the following Funding Statement: [The work of RS was financed from the science budget (https://www.gov.pl/web/edukacja-i-nauka/diamentowy-grant) for the years 2019–2023 as a research project, ‘The impact of virtually generated characters: human aspects of bots’ (project number: DI2018 015848), under the Diamond Grant program granted by the Ministry of Science and Higher Education of Poland. Studies A–E were supported by the Polish National Centre for Research and Development (https://www.gov.pl/web/ncbr) under the Widespread Disaster Simulator grant – research and preparation for implementation (project number: POIR.01.01.01-00.0042/16; the Smart Growth Operational Programme, sub-measure 1.1.1. Industrial research and development work implemented by enterprises) received by Nano Games sp. z o.o. AS, PS, NDM, NL, RS received salaries from Nano Games sp. z o.o. 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As per the PLOS ONE policy (http://journals.plos.org/plosone/s/submission-guidelines#loc-human-subjects-research) on papers that include identifying, or potentially identifying, information, the individual(s) or parent(s)/guardian(s) must be informed of the terms of the PLOS open-access (CC-BY) license and provide specific permission for publication of these details under the terms of this license. Please download the Consent Form for Publication in a PLOS Journal (http://journals.plos.org/plosone/s/file?id=8ce6/plos-consent-form-english.pdf). The signed consent form should not be submitted with the manuscript, but should be securely filed in the individual's case notes. Please amend the methods section and ethics statement of the manuscript to explicitly state that the patient/participant has provided consent for publication: “The individual in this manuscript has given written informed consent (as outlined in PLOS consent form) to publish these case details”. [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. Is the manuscript technically sound, and do the data support the conclusions? The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented. Reviewer #1: Yes Reviewer #2: Partly ********** 2. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: Yes Reviewer #2: Yes ********** 3. Have the authors made all data underlying the findings in their manuscript fully available? The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified. Reviewer #1: Yes Reviewer #2: Yes ********** 4. Is the manuscript presented in an intelligible fashion and written in standard English? PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here. Reviewer #1: Yes Reviewer #2: Yes ********** 5. Review Comments to the Author Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #1: Thank you for the opportunity to review “VR Realism Scale — revalidation of contemporary VR headsets on a Polish sample” in the PLOS ONE. This study present validation of the VR Simulation Realism Scale in a sample of Polish participants. I appreciate the authors’ effort of examining psychometric properties of the VR Simulation Realism Scale through five experiments and one online survey, and I have several comments below that the authors may consider. 1. The authors do not make a strong case for the importance of the study (examine psychometric properties of the VR Simulation Realism Scale in a sample of Polish speaking participants). The Introduction does not discuss why this is important. 2. Although the authors discuss immersion, presence and co-presence, the concepts of flow and realism need also properly describe in the Introduction section. 3. In my opinion, I recommend that the authors add the more description of the relationship between VR and criterial measures (e.g., other IVE characteristics) in Introduction section. In particular, the prediction model (i.e., mediation analysis) in the current study. 4. The data analysis strategy is missing in the Material and Methods section, and the related criteria (e.g., internal consistency and CFA) should be described in the Material and Methods (data analysis) not in the Results section. 5. Before conducting the reliability and validity analysis, I suggest that the authors add the item analysis of VR Simulation Realism Scale. 6. Both the model fit of CFA and Bifactor were acceptable, while the factor loadings of several items (e.g., items 1, 6, 10, 14) were unsatisfactory. In general, I’m a little confused why the Sound Realism factor has only one item. Typical, a latent factor requires at least three items to be effectively measured. 7. According to the CFA and Bifactor, the factor loadings of items 1, 6, 10 and 14 were unsatisfactory. The authors need add some description in the Discussion section. 8. It is suggested that the authors further explain and elaborate the relationship between VR and relevant variables (e.g., correlation analysis, mediation analysis) in the Discussion section. 9. The format specification of references. Other Minor: 1.The expression of IVE and IVEs in the manuscript needs to be consistent. 2. In the table 4, the number of items for Scene Realism factor should be 5. Reviewer #2: Thanks for the opportunity to review this paper. This study contributes to the virtual experience research by multiple studies with mixed methods. A lot of work has been done to validate the VR Realism Scale and reveal its psychometric properties in Polish context. It is valuable and meaningful. However, I have several concerns, which need to be addressed to improve this paper. 1. It is not easy to follow what your research question is and why it is important in “Introduction”. It seemed that you mentioned it in “Aims and rationale behind our study”, which confused me a little bit regarding the relationship between these two parts. Was the part of “Aims and rationale behind our study” included in the part of “Introduction”? It would be better to reorganize Introduction, with the aim to clarify your research question and why it needs to be addressed logically. 2. As validation of the VR Realism Scale in a different context (i.e., Polish) from where it was developed, is one of the main goals of this paper, measurement invariance across cultures is the key point. What measures did you take to ensure the same meaning of the obtained Polish version scale as that of the German version scale? Who were responsible for back-translating, or comparing the two versions? What were their qualifications for doing so? How did you decide the final version? Could you please provide more details about the scale translation process? 3. A related question, what changes did you make to the original scale? You introduced that “examine the psychometric properties of the scale in the context of state-of-the-art VR technology and modern IVEs, as CAVES and modern headsets differ greatly in terms of the characteristics of the stimuli they deliver (e.g., Mestre, 2017)”. As the technological environments focused are different, what changes did you do for the original one to fit the situation of VR headsets you were specific on? 4. I am not clear about the implication of the bi-factor model result. Is it possible to support the existence of the method effect, as all items were reported by the participates self? And if you could justify that bi-factor model support the one combined structure of simulation Realism, how should we measure this construct, as one general dimension or as multi-dimensions? A related question, why did you treat it as both unidimensional and multi-dimensional in the following analyses? 5. I agree with that it is necessary to examine the relations of simulation realism to other variables. But why did you theorize a mediation model wherein aesthetics as the mediator between simulation realism and positive emotions? Could you please provide more powerful arguments on this study, and explain why this mediation model is needed or helpful to achieve your goal of investigating its relations? Hope these comments are useful for you. ********** 6. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files. If you choose “no”, your identity will remain anonymous but your review may still be made public. Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy. Reviewer #1: No Reviewer #2: No [NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.] While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. Please note that Supporting Information files do not need this step. 20 Jul 2021 Authors’ responses to the Reviewers’ comments First of all, we would like to thank the Reviewers for all their valuable comments. Thanks to them we could improve our text. Detailed answers to the comments are provided below. Journal Requirements 1. Please ensure that your manuscript meets PLOS ONE's style requirements, including those for file naming. Thank you for spotting the formatting errors. We worked on solving that issue. We changed the format of the references and we updated first page of the manuscript. 2. Please provide additional details regarding participant consent. In the ethics statement in the Methods and online submission information, please ensure that you have specified (1) whether consent was informed and (2) what type you obtained (for instance, written or verbal, and if verbal, how it was documented and witnessed). If your study included minors, state whether you obtained consent from parents or guardians. If the need for consent was waived by the ethics committee, please include this information. If you are reporting a retrospective study of medical records or archived samples, please ensure that you have discussed whether all data were fully anonymized before you accessed them and/or whether the IRB or ethics committee waived the requirement for informed consent. If patients provided informed written consent to have data from their medical records used in research, please include this information. The information about participant consent was inserted into the main body of the text (in the Procedures section). 3. Throughout your manuscript, we noticed several instances of statistical values that are showing up incorrectly and/or are replaced with a blank box, e.g., ln 312. Please correct these in your resubmission. Thank you for pointing that out. The symbols were corrected in the text. As we were not sure which symbols were visible on your side, we decided to replace the Greek letters with word descriptions to make sure that they will be visible. We hope that this solution is acceptable. 4. We note that one or more of the authors is affiliated with the funding organization, indicating the funder may have had some role in the design, data collection, analysis or preparation of your manuscript for publication; in other words, the funder played an indirect role through the participation of the co-authors. If the funding organization did not play a role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript and only provided financial support in the form of authors' salaries and/or research materials, please review your statements relating to the author contributions, and ensure you have specifically and accurately indicated the role(s) that these authors had in your study in the Author Contributions section of the online submission form. Please make any necessary amendments directly within this section of the online submission form. Please also update your Funding Statement to include the following statement: “The funder provided support in the form of salaries for authors [insert relevant initials], but did not have any additional role in the study design, data collection and analysis, decision to publish, or preparation of the manuscript. The specific roles of these authors are articulated in the ‘author contributions’ section.” 1. The institutions financing the research reported in the manuscript (Ministry of Science and Higher Education of Poland, Polish National Center for Research and Development, Polish National Science Center) are not affiliated with any of the authors; however, they had an indirect impact on research - they decided to finance them on the basis of an assessment of their value by expert researchers paid by these institutions. The authors are affiliated with the commercial institution ((Nano Games sp. z o. o.)) as they are Nano Games employees, but Nano Games is the grant receiver not the funder. 2. Some authors were indeed employed by a company (Nano Games), whose simulator became the test environment for the adapted questionnaire. In fact, the initiative to adapt the tool in question stemmed from the fact that Nano Games needed a validated, Polish-language tool to assess the realism of its products. However, part of the agreement between these parties was the consent to publish the results of scientific research planned under the above-mentioned projects. This consent was made before the research was carried out. Moreover, the authors also undertook to publish the results, as this in turn was declared by Nano Games during the assessment of the financing institution (Polish National Center for Research and Development). Neither Nano Games nor any Nano Games’ employee outside the authors of the manuscript did not play a role in the study design, data collection and analysis, decision to publish (beyond the previously agreed purpose of publication), or preparation of the manuscript. We updated our Competing Interests Statement according to PLOS ONE guidelines: “Our commercial affiliation does not alter our adherence to PLOS ONED policies on sharing data and materials” We believe that the above explanation and supplementation of the declarations contained in the manuscript truthfully and strictly according to the editor's proposal will resolve all doubts. 5. We note that your paper includes detailed descriptions of car licence plate number (Figure 4). As per the PLOS ONE policy (http://journals.plos.org/plosone/s/submission-guidelines#loc-human-subjects-research) on papers that include identifying, or potentially identifying, information, the individual(s) or parent(s)/guardian(s) must be informed of the terms of the PLOS open-access (CC-BY) license and provide specific permission for publication of these details under the terms of this license. Please download the Consent Form for Publication in a PLOS Journal (http://journals.plos.org/plosone/s/file?id=8ce6/plos-consent-form-english.pdf). The signed consent form should not be submitted with the manuscript, but should be securely filed in the individual's case notes. Please amend the methods section and ethics statement of the manuscript to explicitly state that the patient/participant has provided consent for publication: “The individual in this manuscript has given written informed consent (as outlined in PLOS consent form) to publish these case details”. Thank you for your vigilance. The car present on the virtual accident site was purely fictitious and therefore the license plates are fictitious as well and they do not belong to any identifiable person – so no consent could be provided. The numbers were provided in a realistic manner for the purpose of the ecological validity of the virtual environment. If you believe that the presence of the numbers could be a problem from the ethical perspective anyway, we propose that we can blur the numbers on the figure, so that they would be unreadable. Reviewer 1 1. The authors do not make a strong case for the importance of the study (examine psychometric properties of the VR Simulation Realism Scale in a sample of Polish speaking participants). The Introduction does not discuss why this is important. Thank you for this remark. We reorganized the Introduction section and we tired to expand on the rationale behind our study. We give more arguments for the revalidation of the scale in Polish. 2. Although the authors discuss immersion, presence and co-presence, the concepts of flow and realism need also properly describe in the Introduction section. Thank you for this remark. As it was suggested, the concepts of flow and realism are introduced and defined next to immersion, presence, and co-presence. 3. In my opinion, I recommend that the authors add the more description of the relationship between VR and criterial measures (e.g., other IVE characteristics) in Introduction section. In particular, the prediction model (i.e., mediation analysis) in the current study. As it was suggested, we expanded the description of these relationships, and added our assumptions about relationship between simulation realism, aesthetics and positive affect (the prediction model) in Introduction section. 4. The data analysis strategy is missing in the Material and Methods section, and the related criteria (e.g., internal consistency and CFA) should be described in the Material and Methods (data analysis) not in the Results section. We hope that we addressed your concern. According to the suggestion, all information about conducted analyses and adopted criteria was moved to the ‘Data Analysis’ section. 5. Before conducting the reliability and validity analysis, I suggest that the authors add the item analysis of VR Simulation Realism Scale. Thank you for this suggestion. We added the item analysis. We conducted the corrected item total correlation analysis. 6. Both the model fit of CFA and Bifactor were acceptable, while the factor loadings of several items (e.g., items 1, 6, 10, 14) were unsatisfactory. In general, I’m a little confused why the Sound Realism factor has only one item. Typical, a latent factor requires at least three items to be effectively measured. Thank you for that remark. It seems to us that there may have been a misunderstanding due to incorrect labeling of the figures. The factor loadings of items 1, 6, 10, 14 are not unsatisfactory, they were not calculated because these items were set to 1 to serve as marker indicators. In confirmatory factor analysis one item (per factor) is always fixed to 1.0 and R package Lavaan automatically chooses the first one. To increase the clarity of our results, we corrected figures and added information about marker indicator to the Results section. Concerning single-item subscale of Sound Realism, we were confused about it as well. Nevertheless, we decided to validate the original model as it was originally designed. We discussed this issue in two parts of the manuscript: in introduction (‘Aims of our study’ section) and the discussion. 7. According to the CFA and Bifactor, the factor loadings of items 1, 6, 10 and 14 were unsatisfactory. The authors need add some description in the Discussion section. Thank you for this suggestion. We tried to address this issue in the previous answer. 8. It is suggested that the authors further explain and elaborate the relationship between VR and relevant variables (e.g., correlation analysis, mediation analysis) in the Discussion section. Thank you for this remark. We discuss more about these relationships. We tried to find explanations and we added more info about results regarding connections between simulation realism and immersion, simulation realism and presence, and simulation realism and aesthetics. 9. The format specification of references. Thank you for your vigilance. We corrected the format of the references. 10. The expression of IVE and IVEs in the manuscript needs to be consistent. Thank you for finding the inconsistency. We followed your point and the expressions of the abbreviations were corrected, now the “IVE” abbreviation is used consistently throughout the text. 11. In the table 4, the number of items for Scene Realism factor should be 5. The number was corrected, thank you for your vigilance. Reviewer 2 1. It is not easy to follow what your research question is and why it is important in “Introduction”. It seemed that you mentioned it in “Aims and rationale behind our study”, which confused me a little bit regarding the relationship between these two parts. Was the part of “Aims and rationale behind our study” included in the part of “Introduction”? It would be better to reorganize Introduction, with the aim to clarify your research question and why it needs to be addressed logically. Thank you for underlining this issue. Indeed, “Aims and rationale behind our study” was meant to be a part of “Introduction” which would make clear the importance and reason of our paper. however, thanks to Reviewer’s comment, we realized that it may not be easy to follow our argumentation. Therefore, we reorganized the “Introduction” section. The new version starts with our main goal and the justification, and then we introduced related variables. We hope that this change will make the text easier to follow. 2. As validation of the VR Realism Scale in a different context (i.e., Polish) from where it was developed, is one of the main goals of this paper, measurement invariance across cultures is the key point. What measures did you take to ensure the same meaning of the obtained Polish version scale as that of the German version scale? Who were responsible for back-translating, or comparing the two versions? What were their qualifications for doing so? How did you decide the final version? Could you please provide more details about the scale translation process? Thank you for paying attention to the missing details, we are pleased to complete the text with all the information requested by the Reviewer. In particular, we added more information about translation process, and we tested measurement invariance. The authors of original scale published only exploratory factor analysis and they did not provide any extra variables; therefore, we could not compare results regarding relationships with other variables. 3. A related question, what changes did you make to the original scale? You introduced that “examine the psychometric properties of the scale in the context of state-of-the-art VR technology and modern IVEs, as CAVES and modern headsets differ greatly in terms of the characteristics of the stimuli they deliver (e.g., Mestre, 2017)”. As the technological environments focused are different, what changes did you do for the original one to fit the situation of VR headsets you were specific on? Thank you for that remark. To clarify, we did not make any changes to the original scale. We chose the VR Realism Scale for the purpose of this validation, as we believe that its items are universal and thus can be tested with different hardware and technology (and we see it as a big advantage of this scale). The items of the scale do not contain any terms or expressions specific to a certain technology. Our aim was to test if this scale works well with modern technology and we believe that our results prove that it does in fact work well, without making any changes. We have added a sentence explaining this reasoning in the text as well. 4. I am not clear about the implication of the bi-factor model result. Is it possible to support the existence of the method effect, as all items were reported by the participates self? And if you could justify that bi-factor model support the one combined structure of simulation Realism, how should we measure this construct, as one general dimension or as multi-dimensions? A related question, why did you treat it as both unidimensional and multi-dimensional in the following analyses? A bifactor model is a structure where all items load on a general factor but they also load on orthogonal grouping factors. The general factor represent what is common among the items whereas grouping factors (subscales) explain item response variance not accounted for by the general factor. However, we do not think that grouping factors represent a noise of measurement (ie. Method effect). However, we do not rule out that simulation realism scale produces the method effect. We suspect that correlations with similar variables that are lower than expected can be a result of the method effect. We believe the bifactor model is handy as we can treat simulation realism as one-dimensional and multidimensional construct at the same time. In the literature, there are many VR realisms (ei. Pictorial realism, behavioral realism, interaction realism, etc.). We did not want to impose an answer to the question whether they are aspects of one simulation realism, or they are separate constructs. Thus, we used bifactor model so that researchers could choose their own preference. Since you asked, we added our recommendation for future usage of the scale to the discussion section. 5. I agree with that it is necessary to examine the relations of simulation realism to other variables. But why did you theorize a mediation model wherein aesthetics as the mediator between simulation realism and positive emotions? Could you please provide more powerful arguments on this study, and explain why this mediation model is needed or helpful to achieve your goal of investigating its relations? Thank you for this remark, we described our assumption about this relationship in more detail in the introduction. We add a justification of mediation analysis choice in Data analysis strategy section. And we elaborate more about consequences of this relationship in the discussion. Submitted filename: Response to Reviewers.docx Click here for additional data file. 24 Sep 2021 PONE-D-21-05975R1VR Realism Scale – revalidation of contemporary VR headsets on a Polish samplePLOS ONE Dear Dr.Lipp, Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process. Please submit your revised manuscript by Nov 08 2021 11:59PM. 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If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article’s retracted status in the References list and also include a citation and full reference for the retraction notice. [Note: HTML markup is below. Please do not edit.] Reviewers' comments: Reviewer's Responses to Questions Comments to the Author 1. If the authors have adequately addressed your comments raised in a previous round of review and you feel that this manuscript is now acceptable for publication, you may indicate that here to bypass the “Comments to the Author” section, enter your conflict of interest statement in the “Confidential to Editor” section, and submit your "Accept" recommendation. Reviewer #1: All comments have been addressed Reviewer #2: All comments have been addressed ********** 2. Is the manuscript technically sound, and do the data support the conclusions? The manuscript must describe a technically sound piece of scientific research with data that supports the conclusions. Experiments must have been conducted rigorously, with appropriate controls, replication, and sample sizes. The conclusions must be drawn appropriately based on the data presented. Reviewer #1: Yes Reviewer #2: Yes ********** 3. Has the statistical analysis been performed appropriately and rigorously? Reviewer #1: Yes Reviewer #2: Yes ********** 4. Have the authors made all data underlying the findings in their manuscript fully available? The PLOS Data policy requires authors to make all data underlying the findings described in their manuscript fully available without restriction, with rare exception (please refer to the Data Availability Statement in the manuscript PDF file). The data should be provided as part of the manuscript or its supporting information, or deposited to a public repository. For example, in addition to summary statistics, the data points behind means, medians and variance measures should be available. If there are restrictions on publicly sharing data—e.g. participant privacy or use of data from a third party—those must be specified. Reviewer #1: Yes Reviewer #2: No ********** 5. Is the manuscript presented in an intelligible fashion and written in standard English? PLOS ONE does not copyedit accepted manuscripts, so the language in submitted articles must be clear, correct, and unambiguous. Any typographical or grammatical errors should be corrected at revision, so please note any specific errors here. Reviewer #1: Yes Reviewer #2: No ********** 6. Review Comments to the Author Please use the space provided to explain your answers to the questions above. You may also include additional comments for the author, including concerns about dual publication, research ethics, or publication ethics. (Please upload your review as an attachment if it exceeds 20,000 characters) Reviewer #1: Both in CFA and Bifactor model, the authors used the fixed load method (e.g., the factor loading for the first item of per factor is fixed to 1), but I’m a little unsure that the standardized factor loading of the first item is also 1, please check it carefully. Reviewer #2: I am sorry for my delayed comments as it is hard to complete everything in time during the recent surge of pandemic. I appreciate all your efforts to improve this paper and most of my comments have been addressed satisfactorily. There is only one minor concern: could you please reorganize your introduction session to make it more concise, it is quite long and hard o get the main purpose/ point. For example, you can briefly interpret why you consider “classical aesthetics” as the mediator in introduction session, and then add the “hypotheses session” to provide more arguments for that. The comments above is for your reference. Good luck! ********** 7. PLOS authors have the option to publish the peer review history of their article (what does this mean?). If published, this will include your full peer review and any attached files. If you choose “no”, your identity will remain anonymous but your review may still be made public. Do you want your identity to be public for this peer review? For information about this choice, including consent withdrawal, please see our Privacy Policy. Reviewer #1: No Reviewer #2: No [NOTE: If reviewer comments were submitted as an attachment file, they will be attached to this email and accessible via the submission site. Please log into your account, locate the manuscript record, and check for the action link "View Attachments". If this link does not appear, there are no attachment files.] While revising your submission, please upload your figure files to the Preflight Analysis and Conversion Engine (PACE) digital diagnostic tool, https://pacev2.apexcovantage.com/. PACE helps ensure that figures meet PLOS requirements. To use PACE, you must first register as a user. Registration is free. Then, login and navigate to the UPLOAD tab, where you will find detailed instructions on how to use the tool. If you encounter any issues or have any questions when using PACE, please email PLOS at figures@plos.org. Please note that Supporting Information files do not need this step. 18 Oct 2021 Journal Requirements: 1. Please review your reference list to ensure that it is complete and correct. If you have cited papers that have been retracted, please include the rationale for doing so in the manuscript text, or remove these references and replace them with relevant current references. Any changes to the reference list should be mentioned in the rebuttal letter that accompanies your revised manuscript. If you need to cite a retracted article, indicate the article's retracted status in the References list and also include a citation and full reference for the retraction notice. We reviewed our reference list – there are no retracted positions. However, due to changes made to the text, the order of position has been changed. Reviewer 1 1. Both in CFA and Bifactor model, the authors used the fixed load method (e.g., the factor loading for the first item of per factor is fixed to 1), but I'm a little unsure that the standardized factor loading of the first item is also 1, please check it carefully. Thank you for your vigilance. You were right from the beginning – standardized factor loadings are not fixed to 1, so we've corrected the figures. Reviewer 2 1. There is only one minor concern: could you please reorganize your introduction session to make it more concise, it is quite long and hard o get the main purpose/ point. For example, you can briefly interpret why you consider "classical aesthetics" as the mediator in introduction session, and then add the "hypotheses session" to provide more arguments for that. Thank you for this remark. We followed your suggestion and provided arguments about aesthetics in the 'Aims of our study' section next to other hypotheses. In addition to your comment about reorganizing the introduction, you pointed out that we don't share data and the language errors in the text. We have completed the dataset with the data (to calculate measurement invariance) which we received from the German team. These data can be found in the spreadsheet named 'CFA+item_analysis_invariance.' Additionally, a professional English language editor proofread the text, correcting all errors. Submitted filename: Response to Reviewers.docx Click here for additional data file. 6 Dec 2021 VR Realism Scale – revalidation of contemporary VR headsets on a Polish sample PONE-D-21-05975R2 Dear Dr. Lipp, We’re pleased to inform you that your manuscript has been judged scientifically suitable for publication and will be formally accepted for publication once it meets all outstanding technical requirements. Within one week, you’ll receive an e-mail detailing the required amendments. When these have been addressed, you’ll receive a formal acceptance letter and your manuscript will be scheduled for publication. An invoice for payment will follow shortly after the formal acceptance. To ensure an efficient process, please log into Editorial Manager at http://www.editorialmanager.com/pone/, click the 'Update My Information' link at the top of the page, and double check that your user information is up-to-date. If you have any billing related questions, please contact our Author Billing department directly at authorbilling@plos.org. If your institution or institutions have a press office, please notify them about your upcoming paper to help maximize its impact. If they’ll be preparing press materials, please inform our press team as soon as possible -- no later than 48 hours after receiving the formal acceptance. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information, please contact onepress@plos.org. Kind regards, Meng-Cheng Wang Academic Editor PLOS ONE Additional Editor Comments (optional): Reviewers' comments: 10 Dec 2021 PONE-D-21-05975R2 VR Realism Scale – revalidation of contemporary VR headsets on a Polish sample Dear Dr. Lipp: I'm pleased to inform you that your manuscript has been deemed suitable for publication in PLOS ONE. Congratulations! Your manuscript is now with our production department. If your institution or institutions have a press office, please let them know about your upcoming paper now to help maximize its impact. If they'll be preparing press materials, please inform our press team within the next 48 hours. Your manuscript will remain under strict press embargo until 2 pm Eastern Time on the date of publication. For more information please contact onepress@plos.org. If we can help with anything else, please email us at plosone@plos.org. Thank you for submitting your work to PLOS ONE and supporting open access. Kind regards, PLOS ONE Editorial Office Staff on behalf of Dr. Meng-Cheng Wang Academic Editor PLOS ONE
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Review 1.  Equivalence of the mediation, confounding and suppression effect.

Authors:  D P MacKinnon; J L Krull; C M Lockwood
Journal:  Prev Sci       Date:  2000-12

2.  Evaluating display fidelity and interaction fidelity in a virtual reality game.

Authors:  Ryan P McMahan; Doug A Bowman; David J Zielinski; Rachael B Brady
Journal:  IEEE Trans Vis Comput Graph       Date:  2012-04       Impact factor: 4.579

3.  Questionnaire designing and validation.

Authors:  Abdul Momin Kazi; Wardah Khalid
Journal:  J Pak Med Assoc       Date:  2012-05       Impact factor: 0.781

4.  The German VR Simulation Realism Scale--psychometric construction for virtual reality applications with virtual humans.

Authors:  Sandra Poeschl; Nicola Doering
Journal:  Stud Health Technol Inform       Date:  2013

Review 5.  [Simulator sickness and its measurement with Simulator Sickness Questionnaire (SSQ)].

Authors:  Marcin P Biernacki; Robert S Kennedy; Łukasz Dziuda
Journal:  Med Pr       Date:  2016       Impact factor: 0.760

6.  The moderator-mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations.

Authors:  R M Baron; D A Kenny
Journal:  J Pers Soc Psychol       Date:  1986-12

7.  Development and validation of brief measures of positive and negative affect: the PANAS scales.

Authors:  D Watson; L A Clark; A Tellegen
Journal:  J Pers Soc Psychol       Date:  1988-06

8.  Measuring emotion: the Self-Assessment Manikin and the Semantic Differential.

Authors:  M M Bradley; P J Lang
Journal:  J Behav Ther Exp Psychiatry       Date:  1994-03

9.  A Systematic Review of Social Presence: Definition, Antecedents, and Implications.

Authors:  Catherine S Oh; Jeremy N Bailenson; Gregory F Welch
Journal:  Front Robot AI       Date:  2018-10-15
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