Presence in Virtual Environments Mel Slater Department of Computer - - PowerPoint PPT Presentation

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Presence in Virtual Environments Mel Slater Department of Computer - - PowerPoint PPT Presentation

Presence in Virtual Environments Mel Slater Department of Computer Science UCL www.cs.ucl.ac.uk/staff/m.slater Outline Evaluation of VEs Immersion and Presence in Virtual Environments Four experiments with the pit room


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SLIDE 1

Presence in Virtual Environments

Mel Slater Department of Computer Science UCL

www.cs.ucl.ac.uk/staff/m.slater

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SLIDE 2

Outline

  • Evaluation of VEs
  • Immersion and Presence in Virtual Environments
  • Four experiments with the ‘pit room’
  • Ways of Walking
  • Latency
  • Static Visual Realism
  • Dynamic Visual Realism
  • Experiment with virtual characters
  • Real man meets virtual woman
  • Teaching by punishment
  • Conclusions
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SLIDE 3

Evaluating VEs

  • Task performance is an important measure
  • f the effectiveness of a VE
  • Task performance within the VE
  • Task performance in the transfer of learning

from the VE to the real world

  • Task performance – specific to applications
  • ‘Presence’ is common across applications

and has been used as an overall measure of the effectiveness of VEs.

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SLIDE 4

Immersion: the technology

  • Inclusive – sensory experience from VE only
  • Extensive – more sensory modalities
  • Surrounding – from all directions
  • Vivid – high fidelity
  • Egocentric – first person point of view
  • Plot – things are happening
  • Proprioceptive match – between sensory data and

proprioception

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SLIDE 5

Applications of VR in Scientific Visualisation

  • Obvious applications of VR in visualisation, modelling, etc
  • Above is collaboration with Andy Van Dam at Brown

University, Mavi Sanchez-Vives at UMH, Spain, …

  • Visualisation of neurons obtained through confocal microscope images
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SLIDE 6

Some Presence Definitions

  • ‘The sense of “being there”’ (Held & Durlach,

Sheridan, Zeltzer: premier issue of PRESENCE, 1992)

  • ‘A perceptual illusion of nonmediation’ (Lombard

and Ditton, 1997)

  • ‘A mental state in which a user feels physically

present within the computer-mediated environment’ (Draper & Kaber, 1998)

  • ‘The subjective experience of being in one place
  • r environment, even when one is physically

situated in another’ (Witmer & Singer, 1998)

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SLIDE 7

Presence Operationally

  • Successful substitution of real sense data by

computer generated sense data

  • ‘Successful’ – response is realistic, similar

to what would be expected if the events were real

  • ‘Response’ –
  • Low level physiological → high level cognitive

and emotional

  • Includes verbal responses about ‘being there’
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SLIDE 8

Measurement of Presence

  • Questionnaires & Self Report Measures
  • Behavioural responses
  • Physiological responses
  • Breaks in presence
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SLIDE 9

The ‘Pit Room’ Experiments

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SLIDE 10

Walking in Place

  • Hypothesis that the correlation between

proprioception and sensory data is an important factor in maintaining presence

  • Navigating a VE by using a ‘mouse’ breaks

this match

  • Compared a ‘walking in place’ method with

a point-and-click (‘flying’) method

Slater M, Usoh M, Steed A (1995) Taking steps: the influence of a walking technique

  • n presence in virtual reality. ACM Trans Comput-Hum Interact 2:201-219.
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SLIDE 11

Experiment

  • 16 subjects
  • 8 in a walking-in-place group
  • 8 in a point-and-click group
  • Task was to take an object to the chair
  • A between groups design
  • Each subject had a virtual body that

they could see when looking down

  • HMD display with Virtual Research

Flight Helmet 360 × 240 with 75 deg. horizontal FOV

  • Polhemus sensors for head tracking
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SLIDE 12

Some Measured Variables

  • Presence Questionnaire
  • Three questions
  • The sense of ‘being there’
  • Whether the environment the virtual room was remembered as

somewhere visited rather than only images seen

  • The extent to which the pit room became the dominant reality,

and that the real lab was forgotten

  • Each measured on a 7-point scale
  • (1) Not at all
  • (7) Very much so
  • Final score is x = the number of ‘6’ or ‘7’ answers

given (x = 0,1,2,3)

  • Path taken to the chair
  • Extent to which they ‘associated’ with their

Virtual Body

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SLIDE 13

Results

  • For the ‘walkers’ – greater their association

with their VB the greater their presence score

  • For the ‘pointers’ – no correlation
  • If they associated with their VB then the

‘walkers’ reported higher presence than the ‘pointers’

  • Path across the precipice associated with

lower reported presence.

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SLIDE 14

Walking, Walking In Place, Flying

  • A follow-up study compared
  • (RW) Really walking (UNC wide-area tracker)
  • (WIP) Walking in place
  • (PAC) Point and click (‘flying’)
  • Between groups experiment (11 subjects per group)
  • Results showed (RW,WIP) >> PAC
  • No sig. difference between RW and WIP

Usoh M, Arthur K, Whitton MC, Bastos R, Steed A, Slater M, Brooks Jnr F.P (1999) Walking > walking-in-place > flying, in virtual environments. (SIGGRAPH ’99), 359-364

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SLIDE 15

Further Studies

  • Meehan/Insko (2002)

exposed 10, 52 and 33 subjects in 3 different studies.

  • Heart rate increase when

in the pit room.

  • Static haptics further

significantly increased heart rate.

  • Heart rate correlated with

subjective self-report of presence level.

Meehan M, et al (2002) Physiological measures of presence in stressful virtual environments. Acm Transactions on Graphics 21:645-652 Insko B et al (2001) Passive Haptics Significantly Enhances Virtual Environments. Department of Computer Science, p 111. UNC Chapel Hill:

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SLIDE 16

Influence of Latency

  • Lower and Higher latency

conditions in a ‘pit’ experiment.

  • Skin response, HR and

presence questionnaire used.

  • HR change most sensitive.
  • Meehan et al VR’2003

Lower latency ∼ higher ‘presence’

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SLIDE 17

Global Illumination – Who Cares?

  • Why spend effort and resources on ‘global

illumination’ (eg, ray tracing, radiosity, photon mapping,…)?

  • Scientific and practical question?
  • What is its impact on people who are in

immersive virtual environments?

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SLIDE 18

Visual Realism

  • In a between-groups study utilising the ‘pit room’

Zimmons et al. (2003) used 5 levels of rendering:

  • From wire frame to radiosity (global illumination)
  • All subjects showed increased heart rate when approach

the precipice in all conditions

  • No significant differences between the conditions in

heart rate or reported presence.

  • So, from the point of view of presence is visual

realism not important?

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SLIDE 19

Does Ray Tracing Help?

  • What do we get with ray tracing?
  • Shadows (umbras only)
  • Reflections
  • Cost – long rendering times!
  • Real-time ray-tracing (parallelism + GPU)
  • ffers chance to investigate impact of

dynamic changes (shadows+reflections) on presence

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SLIDE 20

Experimental Design

  • 34 people
  • Displayed with V8 HMD + polhemus tracking
  • Pit room rendered in two ways
  • Real-time Ray Tracing with reflections and shadows of

virtual body

  • OpenGL shading (no reflections/shadows)
  • Virtual Lightfield Project at UCL
  • Pankaj Khanna, Jesper Mortensen, Insu Yu
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SLIDE 21

Experimental Design

  • Subjects divided into two groups
  • 17 experienced first RT and then OpenGL
  • 17 experienced first OpenGL and then RT
  • Both groups had relaxation periods for ‘baseline’

readings

  • This design is both between groups
  • Consider 1st results only
  • Within groups
  • Consider comparisons between the two results
  • (with high danger of interference between the two

experiences!)

  • (Experiment finished last week!)
  • VIDEO of early pilot experiment
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SLIDE 22
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SLIDE 23

Measured Variables

  • Elaborated questionnaire presence
  • Skin conductance
  • Heart rate and respiration
  • Demographic variables – age, gender
  • Background
  • Programming knowledge, game playing, prior

experience of VR, etc

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SLIDE 24

Early Results

  • Consider the between groups experiment
  • nly (comparing responses to the first

experiences only):-

  • Reported presence is sig. associated with:
  • Ray tracing (higher than for OpenGL)
  • Prior VR experience (+vely related)
  • Programming experience (-vely related)
  • Age (-vely related)
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SLIDE 25
  • Most interesting VEs are
  • those that involve other
  • people
  • Real online people
  • Represented by avatars
  • Virtual people
  • Represented as humanoid

Interactions with Virtual People

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SLIDE 26

Pertaub, D-P., et al. (2002) An Experiment on Public Speaking Anxiety in Response to Three Different Types of Virtual Audience, Presence, 11(1) 68-78.

Does ‘ audience’ behaviour influence anxiety response?

Fear of Public S peaking

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SLIDE 27

Positive Audience Behaviours

pay attention lean forwards encouraging noises maintain eye contact Enthusiastic applause nod encouragingly Smile frequently standing ovation

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SLIDE 28

Reactions

  • ‘ It was clear that the audience was really

positive and interested in what I was saying and it made you feel like telling them what you know.’

  • ‘ I felt great. Finally nobody was interrupting
  • me. .. Here I felt people were there to

listen to me.’

  • ‘ They were staring at me. They loved you

unconditionally, you could say anything, you didn’ t have to work’ .

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SLIDE 29

Negative Audience Behaviours

yawn, cough,

mumble

fall asleep talk amongst

themselves

put feet on table read papers/notes avoid eye contact turn torso away

from speaker

frown and grimace walk out of room

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SLIDE 30

Reactions

  • ‘ It felt really bad. I couldn’ t j ust ignore
  • them. I had to talk to them and tell them to

sit up and pay attention. Especially the man

  • n the left who put his head in his hands; I

had to ask him to sit up and listen… . I entered a negative feedback loop where I would receive bad responses from the audience and my performance would get even worse… . I was performing really badly and that doesn’ t normally happen.’

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SLIDE 31

Real Man Meets Virtual Woman

  • Continuing research into social phobia
  • Empathic Avatars project, UCL - Xueni Pan
  • How do shy men respond to ‘advances’ from

(virtual) women?

  • Can this be used in exposure therapy?
  • Training?
  • Analysing a study now

VIDEO from pilot studies (1:12) (2:53)(4:21)

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SLIDE 32

Milgram Experiment

  • Obedience to Authority
  • Stanley Milgram (1963). Behavioral study of obedience. Journal of

Abnormal and Social Psychology, Vol. 67, pp. 371-378.

  • Stanley Milgram (1983). Obedience to Authority: An

Experimental View. New York: Harper/Collins.

  • Very famous – produced a huge debate that led to today’s

standards of ethics in human experiments.

  • A version of this experiment was carried out in a VE
  • Slater M, Antley A, Davison A, Swapp D, Guger C, et al. (2006) A

Virtual Reprise of the Stanley Milgram Obedience Experiments. PLoS ONE 1(1): e39. doi:10.1371/journal.pone.0000039

  • Results showed strong responses at subjective,

physiological and behavioural levels.

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SLIDE 33

Summary

  • Immersion describes the technology
  • Presence as ‘successful substitution’ of virtually generated

sensory data for real sensory data

  • There is clear evidence that presence occurs
  • There are many ways to measure it, none satisfactory alone

– has to be multi-level

  • Very much a young and open field ready for new research

ideas.

  • Higly interdisciplinary
  • PRESENCCIA (www.presenccia.org) has neuroscientists,

computer scientists, bio-mechanical engineers, psychologists, etc.

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SLIDE 34

What do you need to have?

  • Curiosity about why ‘virtual reality’ works for people
  • Knowledge of the capabilities and possibilities of VR

systems

  • Ability to create VR scenarios
  • Understanding of scientific method
  • Hypothesis formation
  • Experimental Design
  • Statistical Analysis
  • Interest in human responses
  • Physiology (including brain activity – EEG)
  • Behavioural (analysis of video, measurement of movement,…)
  • Subjective and verbal (questionnaires, interviews)
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SLIDE 35

Approaches

  • Two complementary approaches to realisation of

presence in VEs

  • Engineering – construct algorithms and devices that

create high fidelity virtual environments

  • Perceptual/Neurological – understand what is needed in

perceptual terms to create presence.

  • Sanchez-Vives & Slater (2005) From Presence to

Consciousness Through Virtual Reality, Nature Reviews Neuroscience, 6(4) 332-339