Sound Research WIKINDX

WIKINDX Resources

Gilbert, S. B. (2016). Perceived realism of virtual environments depends on authenticity. Presence: Teleoperators and Virtual Environments, 25(4), 322–324. 
Added by: Mark Grimshaw-Aagaard (09/03/2018, 13:33)   Last edited by: Mark Grimshaw-Aagaard (23/05/2021, 09:53)
Resource type: Journal Article
Peer reviewed
DOI: 10.1162/PRES_a_00276
ID no. (ISBN etc.): 1054-7460
BibTeX citation key: Gilbert2016
Email resource to friend
View all bibliographic details
Categories: General
Keywords: Authenticity, Immersion, Presence, Presence (definition), Realism, Reality/Virtuality/Actuality, Self-presence
Creators: Gilbert
Publisher: MIT Press (Cambridge, Massachusetts)
Collection: Presence: Teleoperators and Virtual Environments
Views: 10/388
Notes
Argues that authenticity is key to presence – VEs do not emulate real worlds (too many missing sensory cues) so VE design should leverage user expectation and task context and prioritize relevant sensory channels and cues (higher authenticity). Seeks to establish a framework to reliably predict presence by probabilistically evaluating the VE's authenticity using the tools of Bayesian inference.

Image on 323:


Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Quotes
p.322   "While the perception of a virtual environment (VE) is usually described in terms of its level of immersion and users’ sense of presence, the construct of authenticity might be more useful. The authenticity of a VE depends on whether the affordances and simulations chosen in its implementation support (1) users’ expectations based on their Bayesian priors for regularities in the real world and (2) the users’ intentions in the VE . . . the term ‘‘authenticity’’ refers to whether the virtual environment provides the experience expected by the user, both consciously and unconsciously."   Added by: Mark Grimshaw-Aagaard
Keywords:   Presence Immersion Authenticity
p.322  

"A VE with higher immersion, so the argument goes, should lead to higher fidelity, and generate a greater sense of presence, the subjective experience felt by the user. But if I put you in a highly immersive environment and give you badly designed content to experience, will you perceive the VE as realistic and experience presence? Probably not. What’s missing from this dichotomy of immersion (objective, system-focused) and presence (subjective, user-focused) is a computational theory about the extent to which the VE reflects the expected regularities of world that it is attempting to represent—its authenticity. Authenticity draws on two streams of thought: expectations and motivations."

  Added by: Mark Grimshaw-Aagaard
Keywords:   Authenticity Immersion Presence
p.323  

"Authenticity’s second stream of thought comes from art historians and archaeologists who think carefully about the past, and who often seek to establish whether artifacts found in the present are authentic. While establishing an artifact’s date and place of origin might be a matter of objective fact, Lovata (2007) argues that these facts are simply nominal authenticity, and that a richer, more complex sense of authenticity is context dependent, and depends on the motivations of the observer."

  Added by: Mark Grimshaw-Aagaard
Keywords:   Presence Immersion Authenticity
p.323  

"I suggest that immersion is the system-based factor that influences presence, and that authenticity is the human-based factor that influences presence"

  Added by: Mark Grimshaw-Aagaard
Keywords:   Presence Immersion Authenticity
WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)