Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement

Virtual Reality scenarios where emitters convey information to receptors can be used as a tool for distance learning and to enable virtual visits to company physical headquarters. However, immersive Virtual Reality setups usually require visualization interfaces such as Head-mounted Displays, Powerw...

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Main Authors: Tiago M. Silva Pedro, Jose Luis Silva
Format: Article
Language:English
Published: IEEE 2021-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/9312589/
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spelling doaj-4c5c63101268406f871c677465af334a2021-03-30T14:48:40ZengIEEEIEEE Access2169-35362021-01-0198455847010.1109/ACCESS.2020.30490609312589Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and EngagementTiago M. Silva Pedro0https://orcid.org/0000-0002-7345-4906Jose Luis Silva1https://orcid.org/0000-0002-1226-9002Instituto Universitário de Lisboa (ISCTE-IUL), ISTAR, Lisbon, PortugalITI/LARSyS/Instituto Universitário de Lisboa (ISCTE-IUL), ISTAR, Lisbon, PortugalVirtual Reality scenarios where emitters convey information to receptors can be used as a tool for distance learning and to enable virtual visits to company physical headquarters. However, immersive Virtual Reality setups usually require visualization interfaces such as Head-mounted Displays, Powerwalls or CAVE systems, supported by interaction devices (Microsoft Kinect, Wii Motion, among others), that foster natural interaction but are often inaccessible to users. We propose a virtual presentation scenario, supported by a framework, that provides emotion-driven interaction through ubiquitous devices. An experiment with 3 conditions was designed involving: a control condition; a less confusing text script based on its lexical, syntactical, and bigram features; and a third condition where an adaptive lighting system dynamically acted based on the user's engagement. Results show that users exposed to the less confusing script reported higher sense of presence, albeit without statistical significance. Users from the last condition reported lower sense of presence, which rejects our hypothesis without statistical significance. We theorize that, as the presentation was given orally and the adaptive lighting system impacts the visual channel, this conflict may have overloaded the users' cognitive capacity and thus reduced available resources to address the presentation content.https://ieeexplore.ieee.org/document/9312589/Virtual realitydistance learningcognitive informaticshuman computer interaction
collection DOAJ
language English
format Article
sources DOAJ
author Tiago M. Silva Pedro
Jose Luis Silva
spellingShingle Tiago M. Silva Pedro
Jose Luis Silva
Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
IEEE Access
Virtual reality
distance learning
cognitive informatics
human computer interaction
author_facet Tiago M. Silva Pedro
Jose Luis Silva
author_sort Tiago M. Silva Pedro
title Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
title_short Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
title_full Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
title_fullStr Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
title_full_unstemmed Towards Higher Sense of Presence: A 3D Virtual Environment Adaptable to Confusion and Engagement
title_sort towards higher sense of presence: a 3d virtual environment adaptable to confusion and engagement
publisher IEEE
series IEEE Access
issn 2169-3536
publishDate 2021-01-01
description Virtual Reality scenarios where emitters convey information to receptors can be used as a tool for distance learning and to enable virtual visits to company physical headquarters. However, immersive Virtual Reality setups usually require visualization interfaces such as Head-mounted Displays, Powerwalls or CAVE systems, supported by interaction devices (Microsoft Kinect, Wii Motion, among others), that foster natural interaction but are often inaccessible to users. We propose a virtual presentation scenario, supported by a framework, that provides emotion-driven interaction through ubiquitous devices. An experiment with 3 conditions was designed involving: a control condition; a less confusing text script based on its lexical, syntactical, and bigram features; and a third condition where an adaptive lighting system dynamically acted based on the user's engagement. Results show that users exposed to the less confusing script reported higher sense of presence, albeit without statistical significance. Users from the last condition reported lower sense of presence, which rejects our hypothesis without statistical significance. We theorize that, as the presentation was given orally and the adaptive lighting system impacts the visual channel, this conflict may have overloaded the users' cognitive capacity and thus reduced available resources to address the presentation content.
topic Virtual reality
distance learning
cognitive informatics
human computer interaction
url https://ieeexplore.ieee.org/document/9312589/
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