| Literature DB >> 34932593 |
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.Entities:
Mesh:
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
Summary of data used for the purposes of scale validation and demographic information about the participants.
| Study |
| Women | Men | Age | Min. age | Max. age | Date of study | Performed analyses |
|---|---|---|---|---|---|---|---|---|
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| 245 | 59 | 186 | 24.1(4.47) | 18 | 40 | 2017/07–2017/08 | correlation analysis |
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| 60 | 1 | 59 | 21.58(1.45) | 19 | 24 | 2017/11–2017/12 | Item analysis CFA with measurement invariance |
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| 60 | 33 | 27 | 22.32(1.63) | 20 | 27 | 2018/01 | Item analysis CFA with measurement invariance |
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| 121 | 2 | 119 | 24.4(5.63) | 19 | 42 | 2018/02–2018/03 | Item analysis CFA with measurement invariance correlation analysis |
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| 111 | 2 | 109 | 23.66(5.02) | 19 | 42 | 2018/04–2018/05 | |
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| 120 | 60 | 60 | 21.13(2.05) | 18 | 29 | 2019/10 | Item analysis CFA with measurement invariance |
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Summary of study procedures.
| Study | Type | Virtual Environment | Aim of the study | Procedure |
|---|---|---|---|---|
| A | Online 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. |
| B | Experiment 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. |
| C | Experiment 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. | ||||
| D | Experiment with physiological and questionnaire measurement. | 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. |
| E | Experiment with physiological and questionnaire measurement. | 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. |
| F | Experiment 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. |
Self-report measures used in the reported studies–an overview.
| Questionnaire | Study A | Study B | Study C | Study D | Study E | Study F |
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Fig 1Graphical representation of the mediation analysis [90].
Correlation coefficients obtained in item analysis (items translated into English).
| Factor | Item | Corrected item-total correlation | |
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| Correlation with total scale | Correlation with specific subscale | ||
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| 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 | |
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| 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 | |
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| 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 | |
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| 14. Ambience sound intensity in the virtual room was … | .07 | - |
Cronbach’s Alphas of the VR Realism Scale and its dimensions.
| Dimension | Number of items | Cronbach’s alpha | |||||
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| Study A | Study B | Study C | Study D | Study E | Study F | ||
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| 14 | .88 | .85 | .82 | .90 | .88 | .84 |
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| 5 | .80 | .75 | .67 | .81 | .79 | .75 |
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| 4 | .82 | .85 | .79 | .86 | .87 | .81 |
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| 4 | .73 | .74 | .66 | .86 | .78 | .68 |
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| 1 | – | – | – | – | – | – |
Fig 2The four-factor model with standardized factor loadings.
Fig 3The bifactor model with standardized factor loadings.
Summarizing the measurement invariance analysis.
| Model | chi2 | Df | CFI | RMSEA | BIC | AIC | ΔChi2 | Δdf | ΔCFI | ΔRMSEA |
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| 319.19 | 144 | .90 | .073 | 16,159 | 15,772 | - | - | - | - |
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| 340.85 | 154 | .89 | .073 | 16,120 | 15,772 | 21.66 | 10 | .01 | .000 |
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| 639.66 | 164 | .72 | .113 | 16,358 | 16,053 | 298.81 | 10 | .17 | .040 |
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| 528.91 | 162 | .78 | .100 | 16,258 | 15,945 | 188.06 | 8 | .12 | 0.027 |
*p < .05.
**p < .001.
Correlations with similar measures.
| Variable | Immersion | Presence | Co-presence | Aesthetics | Player Needs Satisfaction | Flow | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Immersion | Spatial Presence | Involvement | Realness | Presenters reaction to virtual agents | Perceived virtual agents’ reaction | Impression of interaction possibilities | Other people | Classical Aesthetics | Expressive Aesthetics | Competence Need | Autonomy Need | Relatedness Need | Flow | |
| 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.
Fig 4Simple mediation model.
Standardized regression coefficients for the relationship between simulation realism and positive emotions mediated by classical aesthetics.
| Independent variable | Dependent variable | Standardized regression coefficients | |||||||
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| path a | path b | direct effect–path c’ | indirect effect–path ab | ||||||
| beta | 95% CI | beta | 95% CI | beta | 95% CI | beta | 95% CI | ||
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| .59 | .71, 1.22 | .16 | -.07, .46 | .15 | -1.16, .72 | .10 | -.03, .22 |
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| .59 | .71, 1.22 | .29 | .07, .48 | .06 | -.24, .43 | .17 | .03, .30 | |
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| .59 | .71, 1.22 | .18 | -.07, .63 | .11 | -.30, .84 | .11 | -.01, .25 | |
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| .66 | .79, 1.22 | .22 | -.04, .54 | .05 | -.34, .54 | .14 | -.01, .29 |
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| .66 | .79, 1.22 | .24 | -.00, .44 | .14 | -.14, .53 | .16 | -.01, .32 | |
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| .66 | .79, 1.22 | .18 | -.10, .65 | .10 | -.35, .79 | .12 | -.04, .28 | |
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| .43 | .29, .68 | .20 | -.01, .47 | .13 | -.10, .44 | .09 | .01, .19 |
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| .43 | .29, .68 | .31 | .10, .47 | .05 | -.15, .26 | .13 | .04, .24 | |
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| .43 | .29, .68 | .22 | .03, .65 | .05 | -.25, .44 | .10 | .01, .21 | |
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| .35 | .25, .78 | .21 | .02, .48 | .12 | -.14, .54 | .07 | .01, .16 |
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| .35 | .25, .78 | .35 | .14, .50 | -.04 | .-.31, .21 | .12 | .04, .21 | |
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| .35 | .25, .78 | .21 | .02, .63 | .09 | -.23, .65 | .07 | .01, .18 | |
* significant effect.
Fig 5An 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.
T-test results.
| Study D | Study E | Effect size | ||||||
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| 0.17 | 0.67 | 0.39 | 0.61 | -3.48 | 108 | .001 | .34 |
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| 0.20 | 0.74 | 0.36 | 0.69 | -2.11 | 108 | .037 | .21 |
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| -0.10 | 0.88 | 0.18 | 0.94 | -3.24 | 108 | .002 | .30 |
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| 0.58 | 0.88 | 0.78 | 0.71 | -2.13 | 108 | .036 | .20 |
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| -0.57 | 0.92 | -0.13 | 0.88 | -4.42 | 108 | .001 | .42 |
* p < .05.
** p < .01.