Realism and Field of View Affect Presence in VR but Not the Way You Think

Crescent Jicol, Christopher Clarke, Emilia Tor, Rebecca Dakin, Tom Lancaster, Sze Tung Chang, Karin Petrini, Eamonn O'Neill, Michael Proulx, Christof Lutteroth

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

5 Citations (SciVal)
181 Downloads (Pure)

Abstract

Presence is one of the most studied and most important variables in immersive virtual reality (VR) and it influences the effectiveness of many VR applications. Separate bodies of research indicate that presence is determined by (1) technical factors such as the visual realism of a virtual environment (VE) and the field of view (FoV), and (2) human factors such as emotions and agency. However, it remains unknown how technical and human factors may interact in the presence formation process. We conducted a user study (n=360) to investigate the effects of visual realism (high/low), FoV (high/low), emotions (focusing on fear) and agency (yes/no) on presence. Counter to previous assumptions, technical factors did not affect presence directly but were moderated through human factors. We propose TAP-Fear, a structural equation model that describes how design decisions, technical factors and human factors combine and interact in the formation of presence.
Original languageEnglish
Title of host publicationCHI 2023 - Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationProceedings of the 2023 CHI Conference on Human Factors in Computing Systems
Place of PublicationNew York, U. S.A.
Number of pages17
ISBN (Electronic)9781450394215
DOIs
Publication statusPublished - 19 Apr 2023
Event2023 CHI Conference on Human Factors in Computing Systems, CHI 2023 - Hamburg, Germany
Duration: 23 Apr 202328 Apr 2023

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2023 CHI Conference on Human Factors in Computing Systems, CHI 2023
Country/TerritoryGermany
CityHamburg
Period23/04/2328/04/23

Bibliographical note

Funding Information:
This work was supported and funded by The Virtual Reality Oracle Project (VRO; AH/T004673/1) and the Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA 2.0; EP/T022523/1) at the University of Bath.

Publisher Copyright:
© 2023 ACM.

Keywords

  • agency
  • emotions
  • field of view
  • level of detail
  • presence
  • virtual reality

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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