An 'In the Wild' Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment

IEEE Transactions on Visualization and Computer Graphics
Anthony SteedDavid Swapp

Abstract

Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted 'in the wild', in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were invited by web pages and email invitation to download and run an app that presented a scenario where the participant would sit in a bar watching a singer. Each participant saw one of eight variations of the scenario: with or without a self-avatar; singer inviting the participant to tap along or not; singer looking at the participant or not. Despite the uncontrolled situation of the experiment, results from an in-app questionnaire showed tentative evidence that a self-avatar had a positive effect on self-report of presence and embodiment, and that the singer inviting the participant to tap along had a negative effect on self-report of embodiment. We discuss the limitations of the study and the platforms, and the potential for future open virtual reality experiments.

References

Mar 5, 1998·Nature·M Botvinick, J Cohen
Nov 17, 2001·Cyberpsychology & Behavior : the Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society·M J SchuemieC A van der Mast
Oct 30, 2008·Frontiers in Human Neuroscience·Mel SlaterMaria V Sanchez-Vives
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May 11, 2010·PloS One·Maria V Sanchez-VivesMel Slater
Sep 20, 2011·Nature Structural & Molecular Biology·Firas KhatibDavid Baker

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Citations

Jul 11, 2018·IEEE Transactions on Visualization and Computer Graphics·Stephan Ohl
Oct 28, 2019·Frontiers in Neurology·Adrián BorregoRoberto Llorens
May 4, 2021·Phenomenology and the Cognitive Sciences·David Ekdahl, Susanne Ravn

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