Literature DB >> 9849105

The influence of body movement on subjective presence in virtual environments.

M Slater1, A Steed, J McCarthy, F Maringelli.   

Abstract

We describe an experiment to assess the influence of body movements on presence in a virtual environment. In the experiment 20 participants were to walk through a virtual field of trees and count the trees with diseased leaves. A 2 x 2 between subjects design was used to assess the influence of two factors on presence: tree height variation and task complexity. The field with greater variation in tree height required participants to bend down and look up more than in the lower variation tree height field. In the higher complexity task participants were told to remember the distribution of diseased trees in the field as well as to count them. The results showed a significant positive association between reported presence and the amount of body movement in particular, head yaw--and the extent to which participants bent down and stood up. There was also a strong interaction effect between task complexity and gender: Women in the more-complex task reported a much lower sense of presence than in the simpler task. For applications in which presence is an important requirement, the research in this paper suggests that presence will be increased when interaction techniques are employed that permit the user to engage in whole-body movement.

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Year:  1998        PMID: 9849105     DOI: 10.1518/001872098779591368

Source DB:  PubMed          Journal:  Hum Factors        ISSN: 0018-7208            Impact factor:   2.888


  20 in total

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2.  Effects of systematic cue exposure through virtual reality on cigarette craving.

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3.  Virtual Exertions: a user interface combining visual information, kinesthetics and biofeedback for virtual object manipulation.

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Journal:  Proc IEEE Symp 3D User Interfaces       Date:  2012

4.  Do motion controllers make action video games less sedentary? A randomized experiment.

Authors:  Elizabeth J Lyons; Deborah F Tate; Dianne S Ward; Kurt M Ribisl; J Michael Bowling; Sriram Kalyanaraman
Journal:  J Obes       Date:  2011-10-18

5.  Virtual reality as a tool for evaluation of repetitive rhythmic movements in the elderly and Parkinson's disease patients.

Authors:  Pablo Arias; Verónica Robles-García; Gabriel Sanmartín; Julian Flores; Javier Cudeiro
Journal:  PLoS One       Date:  2012-01-18       Impact factor: 3.240

6.  Towards immersive virtual reality (iVR): a route to surgical expertise.

Authors:  Saurabh Dargar; Rebecca Kennedy; WeiXuan Lai; Venkata Arikatla; Suvranu De
Journal:  J Comput Surg       Date:  2015-05-07

7.  A Public Database of Immersive VR Videos with Corresponding Ratings of Arousal, Valence, and Correlations between Head Movements and Self Report Measures.

Authors:  Benjamin J Li; Jeremy N Bailenson; Adam Pines; Walter J Greenleaf; Leanne M Williams
Journal:  Front Psychol       Date:  2017-12-05

8.  Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.

Authors:  Federica Pallavicini; Alessandro Pepe
Journal:  JMIR Serious Games       Date:  2020-06-17       Impact factor: 4.143

9.  Memory for a virtual reality experience in children and adults according to image quality, emotion, and sense of presence.

Authors:  Lénaïc B Cadet; Emanuelle Reynaud; Hanna Chainay
Journal:  Virtual Real       Date:  2021-05-26       Impact factor: 4.697

10.  A meta-analysis on the relationship between self-reported presence and anxiety in virtual reality exposure therapy for anxiety disorders.

Authors:  Yun Ling; Harold T Nefs; Nexhmedin Morina; Ingrid Heynderickx; Willem-Paul Brinkman
Journal:  PLoS One       Date:  2014-05-06       Impact factor: 3.240

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