The impact of different exposure times to 360° video experience on the sense of presence

Author(s):  
Miguel Melo ◽  
Sofia Sampaio ◽  
Luis Barbosa ◽  
Jose Vasconcelos-Raposo ◽  
Maximino Bessa
Keyword(s):  
2020 ◽  
Vol 2 (2_DEC_2020) ◽  

Given the impact of coronavirus, all schools across all sectors public and private, in the United Kingdom closed at the end of March 2020. Closures affected every type of establishment across the UK as well as private language schools. Our case study takes place in London and looks into the student experience in a language Mandarin Chinese school. These language students, as very many across the globe, who attended face-to-face sessions up until that point, have since been studying remotely and joining virtual classrooms via Zoom, one of the multiple video conferencing platforms available. To better evaluate students’ online learning experience of remote learning, this study examines the teacher-student interactions that take place via online means and the students’ sense of ‘presence’ (i.e., cognitive, social, and teaching presence) in order to evaluate the lessons we can learn from the online learning experience, going forward in terms of teaching and learning. This study also presents how meaningful and worthwhile the experience has been and how the sense of ‘presence’ plays a significant role in the process of online teaching and learning.


Author(s):  
Juan Luis Higuera-Trujillo ◽  
Carmen Llinares ◽  
Juan-Carlos Rojas ◽  
Gerardo Muniz

Abstract Classroom design has a significant impact on curriculum development and student motivation. To study the impact of classroom space on students, environmental simulations are often. Due to its relative accessibility, the set-up of 360° panoramas formats shown through head-mounted displays (HMD) stands out. However, this set-up does not have a physiological validation (a physical-simulated comparison) for the specific case of educational spaces. A laboratory fieldwork was developed to address this lack. Participants performed tasks in a classroom or in its virtual replica, in a counterbalanced way. The sample was made up of 40 university students. While the participants performed these tasks, their heart rate variability (HRV) and electrodermal activity (EDA) were recorded. Four physiological metrics were extracted from these records, which quantified the participants’ experience in both the virtual and physical classrooms. Complementarily, the sense of presence was quantified, according to the SUS questionnaire. Regarding the level of presence, the average level generated by the virtual simulation of the classroom was relatively high. Regarding the physiological response, no differences were found in any of the metrics studied. In conclusion, this supports the findings obtained through studies that use this set-up and the development of educational applications based on these technologies.


2019 ◽  
Vol 9 (18) ◽  
pp. 3692 ◽  
Author(s):  
Seonghoon Ban ◽  
Kyung Hoon Hyun

In recent years, consumer-level virtual-reality (VR) devices and content have become widely available. Notably, establishing a sense of presence is a key objective of VR and an immersive interface with haptic feedback for VR applications has long been in development. Despite the state-of-the-art force feedback research being conducted, a study on directional feedback, based on force concentration, has not yet been reported. Therefore, we developed directional force feedback (DFF), a device that generates directional sensations for virtual-reality (VR) applications via mechanical force concentrations. DFF uses the rotation of motors to concentrate force and deliver directional sensations to the user. To achieve this, we developed a novel method of force concentration for directional sensation; by considering both rotational rebound and gravity, the optimum rotational motor speeds and rotation angles were identified. Additionally, we validated the impact of DFF in a virtual environment, showing that the users’ presence and immersion within VR were higher with DFF than without. The result of the user studies demonstrated that the device significantly improves immersivity of virtual applications.


2021 ◽  
Vol 23 (8) ◽  
pp. 2255-2278
Author(s):  
Béatrice S. Hasler ◽  
Daniel H. Landau ◽  
Yossi Hasson ◽  
Noa Schori-Eyal ◽  
Jonathan Giron ◽  
...  

We present an experimental study conducted in the context of the Israeli–Palestinian conflict that examined the effect of immersive 360° video on inducing a more critical perception of the ingroup’s actions in the conflict. An immersive experience of a simulated conflict scenario filmed from the outgroup’s point of view led to the judgment of the ingroup actors’ behavior as less moral and less justified compared to watching the same scenario as a two-dimensional video. This effect was not mediated through increased outgroup perspective-taking and empathy but through higher levels of hostile emotions toward the ingroup actors, which in turn were influenced by an increased sense of presence and engagement in the immersive experience. These findings provide initial evidence for the still widely unexplored potential of virtual reality as a new method for conflict resolution.


2019 ◽  
Vol 13 (1) ◽  
pp. 41-51 ◽  
Author(s):  
Magalie Ochs ◽  
Daniel Mestre ◽  
Grégoire de Montcheuil ◽  
Jean-Marie Pergandi ◽  
Jorane Saubesty ◽  
...  

2020 ◽  
Vol 81 (1-4) ◽  
pp. 35-42
Author(s):  
Guillaume Vailland ◽  
Yoren Gaffary ◽  
Louise Devigne ◽  
Valérie Gouranton ◽  
Bruno Arnaldi ◽  
...  

Autonomy and the ability to maintain social activities can be challenging for people with disabilities experiencing reduced mobility. In the case of disabilities that impact mobility, power wheelchairs can help such people retain or regain autonomy. Nonetheless, driving a power wheelchair is a complex task that requires a combination of cognitive, visual and visuo-spatial abilities. In practice, people need to pass prior ability tests and driving training before being prescribed a power wheelchair by their therapist. Still, conventional training in occupational therapy can be insufficient for some people with severe cognitive and/or visio-spatial functions. As such, these people are often prevented from obtaining a power wheelchair prescription from their therapist due to safety concerns. In this context, driving simulators might be efficient and promising tools to provide alternative, adaptive, flexible, and safe training. In previous work, we proposed a Virtual Reality (VR) driving simula-integrating vestibular feedback to simulate wheelchair motion sensations. The performance and acceptability of a VR simulator rely on satisfying user Quality of Experience (QoE). Therefore, our simulator is designed to give the user a high Sense of Presence (SoP) and low Cyber-sickness. This paper presents a pilot study assessing the impact of the vestibular feedback provided on user QoE. Participants were asked to perform a driving task whilst in the simulator under two conditions: with and without vestibular feedback. User QoE is assessed through subjective questionnaires measuring user SoP and cyber-sickness. The results show that vestibular feedback activation increases SoP and decreases cyber-sickness. This study constitutes a mandatory step before clinical trials and, as such, only enrolled people without disabilities.


2020 ◽  
Author(s):  
Béatrice Hasler ◽  
Yossi Hasson ◽  
Daniel Landau ◽  
Noa Schori Eyal ◽  
Jonathan Giron ◽  
...  

We present an experimental study conducted in the context of the Israeli-Palestinian conflict that examined the effect of immersive 360° video on inducing a more critical perception of the ingroup’s actions in the conflict. An immersive experience of a simulated conflict scenario filmed from the outgroup’s point of view led to the judgment of the ingroup actors’ behavior as less moral and less justified compared to watching the same scenario as a two-dimensional video. Contrary to expectation, this effect was not mediated through increased outgroup perspective-taking and empathy, but through higher levels of hostile emotions towards the ingroup actors, which in turn were influenced by an increased sense of presence and engagement in the immersive experience. These findings provide initial evidence for the still widely unexplored potential of virtual reality as a new method for conflict resolution but challenge the common assumption of the empathy-enhancing capacity of virtual reality.


2021 ◽  
Vol 5 (4) ◽  
pp. 17
Author(s):  
Maÿlis Merveilleux Du Vignaux ◽  
Pierre-Majorique Léger ◽  
Patrick Charland ◽  
Youness Salame ◽  
Emmanuel Durand ◽  
...  

This paper aims to explore the impact of a collective immersion on learners’ engagement and performance. Building on Bandura’s social learning theory and the theory on the sense of presence, we hypothesise that collective immersion has a positive impact on performance as well as cognitive, emotional and behavioural engagement. Ninety-three participants distributed in four conditions took part in the experiment. The four conditions manipulated the collective and individual dimensions of the learning environment as well as the high and low immersion of the learning material. The two conditions that offered a high immersion setting used two types of the novel immersive dome: a large one for collective immersion and a small one for individual use. All participants were presented with the same stimuli, an 8-min-long video of a virtual neighbourhood visit in Paris in the 18th century. The participants’ reactions were measured during and after the task. The learning outcome, as well as the cognitive, emotional and behavioural engagement, were measured. Final results showed that collective immersion learning outcomes are not significantly different, but we find that collective immersion impacts the cognitive, emotional and behavioural engagement of learners.


2021 ◽  
Author(s):  
Guilherme Gonçalves ◽  
Miguel Melo ◽  
Luís Barbosa ◽  
José Vasconcelos-Raposo ◽  
Maximino Bessa

2021 ◽  
Vol 27 (6) ◽  
pp. 582-608
Author(s):  
Fabian Honegger ◽  
Yuan Feng ◽  
Matthias Rauterberg

Adequate use of multimodal stimuli plays a crucial role in help forming the sense of presence within a virtual environment. While most of the presence research attempts to engage more sensory modalities to induce a higher sense of presence, this paper investigates the relevance of each sensory modality and different combinations on the subjective sense of presence using a specifically designed scenario of a passive experience. We chose a neutral test scenario of “waiting at a train station while a train is passing by” to avoid the potential influence of story narrative on mental presence and replicated realistic multimodal stimuli that are highly relevant to our test setting. All four stimuli - visual, auditory, vibration, and draught - with 16 possibilities of combinations were systematically evaluated with 24 participants. The evaluation was performed on one crucial aspect of presence – “realness” to reflect user presence in general. The perceived realism value was assessed using a scalometer. The findings of main effects indicate that the auditory stimuli had the most significant contribution in creating the sense of presence. The results of interaction effects suggest the impact of draught stimuli is significant in relation to other stimuli - visual and auditory. Also, the gender effects revealed that the sense of presence reported by female participants is influenced by more factors than merely adding more sensory modalities.


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