Towards an objective measure of presence: examining startle reflexes in a commercial virtual reality game

  • A large body of literature is concerned with models of presence— the sensory illusion of being part of a virtual scene— but there is still no general agreement on how to measure it objectively and reliably. For the presented study, we applied contemporary theory to measure presence in virtual reality. Thirty-seven participants explored an existing commercial game in order to complete a collection task. Two startle events were naturally embedded in the game progression to evoke physical reactions and head tracking data was collected in response to these events. Subjective presence was recorded using a post-study questionnaire and real-time assessments. Our novel implementation of behavioral measures lead to insights which could inform future presence research: We propose a measure in which startle reflexes are evoked through specific events in the virtual environment, and head tracking data is compared to the range and speed of baseline interactions.

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Metadaten
Name:Schirm, Johannes; Tullius, Gabriela
DOI:https://doi.org/10.1145/3341215.3356263
ISBN:978-1-4503-6871-1
Erschienen in:CHI PLAY ’19 : extended abstracts of the Annual Symposium on Computer-Human Interaction in Play
Publisher:ACM
Place of publication:New York, NY
Document Type:Conference Proceeding
Language:English
Year of Publication:2019
Tag:game; head movement; presence; startle events; subjective and behavioral measures; virtual reality
Pagenumber:8
First Page:671
Last Page:678
Dewey Decimal Classification:004 Informatik
Open Access:Nein
Licence (English):License Logo  Lizenzbedingungen ACM