Search results for "Sense of presence"

showing 10 items of 12 documents

An Augmented Reality System for the Treatment of Acrophobia: The Sense of Presence Using Immersive Photography

2006

This paper describes an augmented reality (AR) system for the treatment of acrophobia. First, the technical characteristics of the original prototype are described. Second, the capacity of the immersive photography used in the AR system to provoke sense of presence in users is tested. Forty-one participants without fear of heights walked around a staircase in both a real environment and an immersive photography environment. Immediately after their experience, participants were given the SUS questionnaire to assess their subjective sense of presence. The users' scores in the immersive photography were very high. Results indicate that the acrophobic context can be useful for the treatment of…

AcrophobiaMultimediaComputer sciencePhotographySense of presenceContext (language use)medicine.diseasecomputer.software_genreHuman-Computer InteractionControl and Systems EngineeringmedicineAugmented realityComputer Vision and Pattern RecognitioncomputerSoftwarePresence: Teleoperators and Virtual Environments
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Immersion and emotion: their impact on the sense of presence.

2005

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have …

AdultMaleEngineeringAdolescentSense of presenceVirtual realityAffect (psychology)computer.software_genreJudgmentUser-Computer InterfaceHuman–computer interactionSurveys and QuestionnairesImmersion (virtual reality)HumansMass MediaMedia contentApplied PsychologyMass mediaMultimediabusiness.industryCommunicationGeneral MedicineMiddle AgedAffective valenceHuman-Computer InteractionAffectFemalebusinessVideo wallcomputerCyberpsychologybehavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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Presence and Emotions in Virtual Environments: The Influence of Stereoscopy

2008

ABSTRACT This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence …

AdultMaleRelaxationAdolescentmedia_common.quotation_subjectIllusionSense of presenceStereoscopylaw.inventionUser-Computer InterfacelawSurveys and QuestionnairesHumansApplied Psychologymedia_commonDepth PerceptionCommunicationRelaxation (psychology)Optical Illusionsbusiness.industryCommunicationGeneral MedicineHuman-Computer InteractionAffectMoodFemalebusinessPsychologyCognitive psychologyCyberPsychology & Behavior
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Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

2016

During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression…

Augmented reality Virtual Reality Personal Change sense of presencebody swappinglcsh:RC435-571Revieweating disordersVirtual realityStructuring050105 experimental psychology03 medical and health sciences0302 clinical medicineanxiety disorderslcsh:PsychiatryAcute pain; Anxiety disorders; Augmented reality; Body swapping; Eating disorders; Personal change; Post-traumatic stress disorder; Virtual reality; Psychiatry and Mental HealthAdded valueSettore M-PSI/01 - PSICOLOGIA GENERALEVirtuality (gaming)0501 psychology and cognitive sciencespsychosisPsychiatryFocus (computing)Depression05 social sciencesacute painaugmented realityPsychiatry and Mental healthTransformative learningSystematic reviewvirtual realitypost-traumatic stress disorderAugmented realityChronic PainM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychology030217 neurology & neurosurgerypersonal changeCognitive psychologyFrontiers in Psychiatry
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How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
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Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method

2017

This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project

Computer scienceSynthèse d'image et réalité virtuelle [Informatique]InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)AcousticsVibrationsSense of presence02 engineering and technologyWalkingVirtual realityCyber-sickness0202 electrical engineering electronic engineering information engineeringPresence0501 psychology and cognitive sciencesComputer visionComputerSystemsOrganization_SPECIAL-PURPOSEANDAPPLICATION-BASEDSYSTEMS050107 human factorsProprioceptionbusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGVirtual Reality020207 software engineering[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]VibrationInterface homme-machine [Informatique]Navigation MethodNavigation methodCybersicknessArtificial intelligencebusiness
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Virtual Reality in Marketing: A Framework, Review, and Research Agenda

2019

[EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in ma…

EXPRESION GRAFICA EN LA INGENIERIAlcsh:BF1-990Sense of presenceVirtual commerceE-commerceE-commerceReviewVirtual realityVirtual realityconsumer neuroscienceConsumer neurosciencepsychophysiological assessment0502 economics and businessPresencePsychologye-commerceMarketingpresenceGeneral PsychologyMarketingbusiness.industry05 social sciencesPsychophysiological assessmentMixed realityConsumer experiencelcsh:PsychologyConceptual frameworkvirtual commercemarketing3D user interfacevirtual reality050211 marketingAugmented realityConsumer neurosciencebusinessPsychology050203 business & managementFrontiers in Psychology
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Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles

2013

This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile products. Users' virtual interfacing with the products generated emotional experiences that allowed them to feel ''engaged'' with the products. Users could choose between different kinds of products and test them out in order to know how they would look in a real-world context. In the VRE several mood-induction Procedures for inducing relaxation were included. The VRE was tested with respect to its ability to induce relaxation and sense of presence in 26 participants. It was also analyzed the level of satisfaction. Measures included the Visual Analogue Scale, the Self-Assessme…

Mood-induction proceduresRelaxationRelaxation (psychology)Applied psychologyProduct testingContext (language use)Sense of presenceVirtual realitybiochemical phenomena metabolism and nutritionbacterial infections and mycosesVirtual realityTest (assessment)Human-Computer InteractionArts and Humanities (miscellaneous)Product testingOrder (business)Scale (social sciences)ConsumersAssociation (psychology)PsychologySocial psychologyGeneral Psychology
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Virtual reality exposure for OCD: Is it feasible? [Exposición mediante realidad virtual para el TOC: ¿Es factible?]

2014

Virtual reality exposure therapy (VRET) is receiving increased attention, especially in the fields of anxiety and eating disorders. This study is the first trial examining the utility of VRET from the perspective of OCD patients. Four OCD women assessed the sense of presence, emotional engagement, and reality judgment, and the anxiety and disgust levels they experimented in four scenarios, called the Contaminated Virtual Environment (COVE), in which they had to perform several activities. The COVE scenarios were presented on a Full HD 46” TV connected to a laptop and to a Kinect device. Results indicate that the COVE scenarios generated a good sense of presence. The anxiety and disgust leve…

Perspective (graphical)Applied psychologySense of presencemedicine.diseasehumanitiesDisgustVirtual Reality Exposure TherapyPsychiatry and Mental healthClinical PsychologyEmotional engagementEating disordersmedicineAnxietymedicine.symptomPsychologySocial psychologyRevista de Psicopatología y Psicología Clínica
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Perceived Product Risk while Shopping Online: Does Virtual Reality vs. 2D Reduce Uncertainty?

2019

This research explores if a virtual reality (VR) vs. a 2D display of an online shop reduces the perceived product risk. Thereby the role of the sense of presence (SoP) will be analyzed and whether the evocation of the SoP can be predicted by the possibility to interact with the virtual environment as well as by the social connectivity with a friend while shopping online. The results of three empirical studies affirm the importance of a VR display to reduce uncertainties regarding the products in online shops and outline techniques how to trigger the SoP.

Product riskEmpirical researchVirtual machineComputer scienceHuman–computer interactionEvocationSense of presenceVirtual realitycomputer.software_genrecomputer
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