Coherence and Plausibility, not Presence?! Pivotal Conditions for XR Experiences and Effects, a Novel Model

04/10/2021
by   Marc Erich Latoschik, et al.
0

Presence often is considered the most important quale describing the subjective feeling of being in a computer-generated (virtual) or computer-mediated environment. The identification and separation of two orthogonal presence components, i.e., the place illusion and the plausibility illusion, has been an accepted theoretical model describing Virtual Reality (VR) experiences for some time. In this model, immersion is a proposed contributing factor to the place illusion. Lately, copresence and social presence illusions have extended this model, and coherence was proposed as a contributing factor to the plausibility illusion. Such factors strive to identify (objectively) measurable characteristics of an experience, e.g., systems properties that allow controlled manipulations of VR experiences. This perspective article challenges this presence-oriented VR theory. First, we argue that a place illusion cannot be the major construct to describe the much wider scope of Virtual, Augmented, and Mixed Reality (VR, AR, MR: or XR for short). Second, we argue that there is no plausibility illusion but merely plausibility, and we derive the place illusion as a consequence of a plausible generation of spatial cues, and similarly for all of the current model's so-defined illusions. Finally, we propose coherence and plausibility to become the central essential conditions in a novel theoretical model describing XR experiences and effects.

READ FULL TEXT
research
08/27/2020

A survey on applications of augmented, mixed and virtual reality for nature and environment

Augmented reality (AR), virtual reality (VR) and mixed reality (MR) are ...
research
10/10/2022

Using Immersive Virtual Reality to Enhance Social Interaction among Older Adults: A Multi-site Study

Research examining older adults interactions with Virtual Reality (VR) a...
research
02/17/2020

Presence in VR experiences – an empirical cost-benefit-analysis

Virtual reality (VR) is on the edge of getting a mainstream platform for...
research
10/12/2022

"Seeing the Faces Is So Important" – Experiences From Online Team Meetings on Commercial Virtual Reality Platforms

During the Covid-19 pandemic, online meetings became common for daily te...
research
03/03/2021

Methodology to Assess Quality, Presence, Empathy, Attitude, and Attention in Social VR: International Experiences Use Case

This paper analyzes the joint assessment of quality, spatial and social ...
research
01/05/2021

Interpersonal distance in VR: reactions of older adults to the presence of a virtual agent

The rapid development of virtual reality technology has increased its av...
research
01/16/2021

Evaluating User Experiences in Mixed Reality

Measure user experience in MR (i.e., AR/VR) user studies is essential. R...

Please sign up or login with your details

Forgot password? Click here to reset