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Barfield, W., Zeltzer, D., Sheridan, T. B., & Slater, M. (1995). Presence and performance within virtual environments. In W. Barfield & T. A. Furness III (Eds.), Virtual Environments and Advanced Interface Design. (pp. 473–513). New York: Oxford University Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 06/07/2020, 09:01
"An important point to emphasize is that it is necessary for attentional resources to be directed to stimulus information before the sense of presence can occur."
The authors base their definition of presence in virtual environments (being there) on presence in non-virtual or real worlds and take this foundational definition from Webster's: ""Presence" generally refers to the sense of being present in time or space at a particular location"
Note that presence can occur when only a subset of sensory modalities are engaged. Claim that many VEs "successfully invoke presence" via auditory and visual modalities only.
Durlach, N., & Slater, M. (2000). Presence in shared virtual environments and virtual togetherness. Presence: Teleoperators and Virtual Environments, 9(2), 214–217.   
Added by: Mark Grimshaw-Aagaard 02/08/2018, 12:05
Friedman, D., Brogni, A., Guger, C., Antley, A., Steed, A., & Slater, M. (2006). Sharing and analyzing data from presence experiments. Presence: Teleoperators and Virtual Environments, 15(5), 599–610.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 16:52
"We regard presence as a successful substitution of real sensory data by articifially generated sensory data. By a successful substitution we mean that the participant acts upon these artificially generated stimuli as if they came from the real world. By acting, we mean that we expect the participant’s response to be similar to the response in the real world on many levels, ranging from unconscious automatic responses through deliberate volitional behavior, up to the subjective feeling of being there."
Garau, M., Slater, M., Pertaub, D.-P., & Razzaque, S. (2005). The responses of people to virtual humans in an immersive virtual environment. Presence: Teleoperators and Virtual Environments, 14(1), 104–116.   
Added by: Mark Grimshaw-Aagaard 06/03/2018, 10:59
Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373–387.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 16/10/2018, 09:48
Definition of sense of embodiment: "SoE toward a body B is the sense that emerges when B’s properties are processed as if they were the properties of one’s own biological body."
Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators and Virtual Environments, 8(5), 560–565.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 02/08/2018, 11:46
"People working in the area of presence are trying to map out an equation. On the left-hand side is the presence response. On the right-hand side are the components of system immersion."
Suggests that it is possible to keep presence constant (this assumes a sliding scale of presence as per Slater's writings) while enhancing one system function/modality at the expense of another according to the requirements of cost. e.g. audio devices are too expensive so let's use more graphics devices. Slater acknowledges that the equation allowing this is yet to be found.
Slater, M. (2002). Presence and the sixth sense. Presence: Teleoperators and Virtual Environments, 11(4), 435–439.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 17/09/2018, 17:00
Based on the notion that perception involves the selection from alternate hypotheses:
  • Moment by moment, a selection mechanism organizes streams of sensory signals into an environmental gestalt. Sensory data relevant to other environmental gestalts are relegated to the background. The participant scan-senses the world according to the present gestalt.
  • We “see” in our mind’s eye. Therefore, it is relatively easy to fool the “eye” into selecting the hypothesis that we are in the place depicted by a VE, notwithstanding the typical paucity of the VE compared to the real world. Hence, reported presence is high on the average.
  • The hypothesis selection is not a once-and-for-all event. We continue to scan-sense the world in which we are present, repeatedly returning to and fixating on perceptually significant items, repeatedly testing the presence hypothesis. An anomaly associated with a perceptually significant item may lead to a break in presence: the reformation of sensory signals into another gestalt, presence in another environment.
  • Anomalies in an environment are not equal in their significance: some will induce a break in presence, and others won’t. For example, in the depiction of a virtual human, an anomaly in overall body shape is likely to be far less significant than the shape and movements around the eyes and mouth.
 
Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3).    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 18/08/2023, 13:58
An objective description of the physics of sensory stimuli in a virtual environment might allow for them to be described as more or less immersive depending on the preservation of "fidelity in relation to their equivalent real-world sensory modalities [while] [p]resence is a human reaction to immersion."
"One way to induce presence is to increase realism"
"Presence arises from an appropriate conjunction of the human perceptual and motor system and immersion. Presence is a response. Separate from presence are aspects of an experience such as involvement, interest and emotion. These are to do with the content of the experience. Presence is the form."
"Presence is about form, the extent to which the unification of simulated sensory data and perceptual processing produces a coherent 'place' that you are 'in' and in which there may be the potential for you to act."
Slater, M. (2004). How colorful was your day? Why questionnaires cannot assess presence in virtual environments. Presence: Teleoperators and Virtual Environments, 13(4), 484–493.   
Added by: Mark Grimshaw-Aagaard 06/03/2018, 07:29
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B, 3549–3557.   
Added by: Mark Grimshaw-Aagaard 04/04/2016, 10:37
Slater, M., & Garau, M. (2007). The use of questionnaire data in presence studies: Do not seriously likert. Presence: Teleoperators and Virtual Environments, 16(4), 447–456.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 17/09/2018, 15:23
"Presence in our current work is the extent to which participants respond to virtual sensory data as if it were real, where response ranges from unconscious physiological responses, through behavioral responses, through to feelings, emotions and thought"
Slater, M. (2007). If you respond as if it were real, then it is Presence. Starlab, Retrieved September 30, 2010, from http://www.cs.ucl.ac.uk ... ater-June07-STARLAB.pdf    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:16
Presence occurs in virtual environments when you respond to that environment as if it were real.
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413–434.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
"We can think of presence as a selector among environments to which to respond, which operates dynamically from moment to moment [...] A fundamental proposal of this paper is that the set of stimuli of the present environment forms an overall gestalt, providing a consistent believable world in itself."
"The issue of presence becomes interesting only when there are competing environments—that is, the individual is receiving and can be aware of stimuli from multiple environments (including internal ones). Presence then determines which of the environments the individual responds to and acts within at any given moment."
Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators and Virtual Environments, 2(3), 221–223.    
Added by: Mark Grimshaw-Aagaard 18/07/2018, 11:51
The authors define presence as "the (suspension of dis-) belief that they are in a world other than where their real bodies are located [...] IVEs may be considered as general purpose presence-transformaing machines."
Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3(2), 130–144.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 03/05/2021, 13:28

  1. High-quality, high-resolution information should be presented to the participant's sensory organs, in a manner that does not indicate the existence of the devices or displays. We include here Steuer's (1992) notion of vividness, "the ability of a technology to produce a sensorially rich mediated environment."
  2. The environment that is being presented to the participant should be consistent across all displays.
  3. The environment should be one with which the participant can interact, including objects and autonomous actors that spontaneously react to the subject.
  4. The self-representation of the participant, that is the participant's "virtual body," should be similar in appearance to the participant's own body, respond correctly, and be seen to correlate with the movements of the participant.
  5. The connection between participant's actions and effects should be simple enough for the participant to model over time.

Explaining what an immersive virtual environment (IVE) is: "It is immersive since it immerses a representation of the person's body (the VB) in the computer-generated environment [...] Immersion can lead to presence."
"This paper is concerned with the concept and measurement of presence in virtual environments (VEs) (or "virtual reality")."
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
"Immersion can be an objective and quantifiable description of what any particular system does provide. Presence is a state of consciousness, the (psychological) sense of being in the virtual environment."

The authors disagree with Ellis (1996) (who suggests that presence serves no purpose for certain tasks in VEs) because Ellis equates presence with realism. The authors suggest that presence does not necessarily require realism.

Presence is a function of immersion that increases as the immersion of the system increases. Nevertheless, the extent and balance between the inclusive, extensive, surrounding, and vivid qualities of the immersive technology depends on the context and the user's perceptual requirements. A VE dealing with an orchestra and its concert hall should have high quality audio whereas the image may be of secondary importance, while users favour different sensory modalities when constructing models of worlds.
Immersion is a means of describing the technology which should be:
  • Inclusive: the shutting out of physical reality
  • Extensive: the number of sensory modalities provided by the technology
  • Surrounding: not a limited field but panoramic
  • Vivid: resolution and quality of the sensory displays as well as their information content and richness

Additionally, immersion requires:

  • a virtual body that is egocentric (i.e. first-person) rather than exocentric
  • matching between bodily movements and what is generated by the displays
  • a plot, a drama that exists within itself and this includes autonomy of other agents in the VE and interaction allowing the user to effect change in the VE.

 

Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using presence questionnaires in reality. Presence: Teleoperators and Virtual Environments, 9(9), 497–503.   
Added by: Mark Grimshaw-Aagaard 23/08/2018, 11:41
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