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Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities

Published: 10 November 2019 Publication History

Abstract

The feeling of presence of virtual entities is an important objective in virtual reality, teleconferencing, augmented reality, exposure therapy and video games. Presence creates emotional involvement and supports intuitive and efficient interactions. As a feeling, presence is mostly measured via subjective questionnaire, but its validity is disputed. We introduce a new method to measure the contribution of several technical parameters toward presence. Its robustness stems from asking participant to rank contrasts rather than asking absolute values, and from the statistical analysis of repeated answers. We implemented this method in a user study where virtual entities were created with a handheld perspective corrected display. We evaluated the impact on two virtual entities' presence of four important parameters of digital visual stimuli: resolution, latency, frame rate and jitter. Results suggest that jitter and frame rate are critical for presence but not latency, and resolution depends on the explored entity.

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        cover image ACM Conferences
        ISS '19: Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces
        November 2019
        450 pages
        ISBN:9781450368919
        DOI:10.1145/3343055
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        Published: 10 November 2019

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        Author Tags

        1. hpcd
        2. presence
        3. spatial augmented reality
        4. user study

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        ISS '19: Interactive Surfaces and Spaces
        November 10 - 13, 2019
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        • (2024)Perceptions of Hybrid Lighting for Virtual RealityProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512927:1(1-20)Online publication date: 13-May-2024
        • (2024)Effects of Device Environment and Information Layout on Spatial Memory and Performance in VR Selection TasksProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642486(1-17)Online publication date: 11-May-2024
        • (2024)Collaborative Virtual Reality in Higher Education: Students' Perceptions on Presence, Challenges, Affordances, and PotentialIEEE Transactions on Learning Technologies10.1109/TLT.2023.331962817(280-293)Online publication date: 2024
        • (2024)Effects of Visual Realism on Avatar Perception in Immersive and Non-Immersive Virtual EnvironmentsInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2351713(1-14)Online publication date: 14-May-2024
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        • (2023)Influence of Avatar Facial Appearance on Users’ Perceived Embodiment and Presence in Immersive Virtual RealityElectronics10.3390/electronics1203058312:3(583)Online publication date: 24-Jan-2023
        • (2023)School Adaptation Virtual Reality Simulation for Preschoolers: Implementation and Formative EvaluationProceedings of the 2023 7th International Conference on Virtual and Augmented Reality Simulations10.1145/3603421.3603424(14-20)Online publication date: 3-Mar-2023
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