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Revonsuo, A. (2009). Inner presence: Consciousness as a biological phenomenon. Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard 04/03/2020, 11:12
Re VR systems: "Full immersion or presence is the you-are-there experience [...] The "sense of presence" seems to be just another way to capture the fact that a perceptual object or scene ceases to be a representation of the real thing and becomes a fully transparent surrogate of it."
"for a VR system to produce "full immersion" is for it to modulate the phenomenal level in a way that produces a fully convincing "self-in-the-world" experience. Satisfaction of these requirements, or creating full immersion, reveals how much and what kind of information must be fed into the brain through the sensory systems to create a flawless, gapless world simulation at the phenomenal level. The most important modalities for immersion are vision, movement, and touch, and their coherent interplay."
Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3(2), 130–144.   
Last edited by: Mark Grimshaw-Aagaard 03/05/2021, 13:28
"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.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
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.

 

"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."
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.

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.



Ellis, S. R. (1996). Presence of mind: A reaction to Thomas Sheridan's "further musings on the psychophysics of presence". Presence: Teleoperators and Virtual Environments, 5(2), 247–259.
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