Witmer, Bob G., and Michael J. Singer. 1998. “Measuring Presence in Virtual Environments: A Presence Questionnaire.” Presence: Teleoperators and Virtual Environments 7 (3): 225–40.
上手く組み合わせるとなおよい
For example, adding normal movement, wit h kines-thetic motion and proprioceptive feedback, shouldenhance presence (Hel d & Durlach, 1992).
加速度感と運動かな?
Consistency of multimodal information
各感覚提示がずれていないか?(それぞれの感覚で,同一の世界を体験しているか?)
Degree of movement perception (★ for ViBaR)
自己運動感があるか?
Active search
動きの自由度や,立体音響,物を触った時に触覚のフィードバックはあるか?
Distraction Factors
Isolation
VE に isolate するか?(物理空間から切り離して考えられているか?みたいな?)
Headphone は Ambient noise を消せるからいいね
How much were you able to control events? CF INV/C 0.43*
How responsive was the environment to actions that you initiated (or performed)? CF INV/C 0.56*
How natural did your interactions with the environment seem? CF NATRL 0.61*
How completely were all of your senses engaged? SF 0.39*
How much did the visual aspects of the environment involve you? SF INV/C 0.48*
How much did the auditory aspects of the environment involve you? SF AUDa 0.32*
How natural was the mechanism which controlled movement through the
environment? CF NATRL 0.62*
How aware were you of events occurring in the real world around you? DF 0.03
How aware were you of your display and control devices? DF 2 0.14
How compelling was your sense of objects moving through space? SF INV/C 0.51*
How inconsistent or disconnected was the information coming from your various senses? RF 0.33*
How much did your experiences in the virtual environment seem consistent
with your real-world experiences? RF, CF NATRL 0.62 13. Were you able to anticipate what would happen next in response to the
actions that you performed? CF INV/C 0.43
How completely were you able to actively survey or search the environment
using vision? RF, CF, SF INV/C 0.59 15. How well could you identify sounds? RF, SF AUDa 0.34
How well could you localize sounds? RF, SF AUDa 0.30*
How well could you actively survey or search the virtual environment using
touch? RF, SF HAPTCb 0.15
How compelling was your sense of moving around inside the virtual environ- ment? SF INV/C 0.62*
How closely were you able to examine objects? SF RESOL 0.55*
How well could you examine objects from multiple viewpoints? SF RESOL 0.49*
How well could you move or manipulate objects in the virtual environment? CF HAPTCb 0.11
To what degree did you feel confused or disoriented at the beginning of
breaks or at the end of the experimental session? RF 2 0.06
How involved were you in the virtual environment experience? INV/C 0.52*
How distracting was the control mechanism? DF 0.37*
How much delay did you experience between your actions and expected outcomes? CF INV/C 0.41*
How quickly did you adjust to the virtual environment experience? CF INV/C 0.42*
How proficient in moving and interacting with the virtual environment did
you feel at the end of the experience? CF INV/C 0.45*
How much did the visual display quality interfere or distract you from performing assigned tasks or required activities? DF IFQUAL 0.44*
How much did the control devices interfere with the performance of
assigned tasks or with other activities? DF, CF IFQUAL 0.44 30. How well could you concentrate on the assigned tasks or required activities
rather than on the mechanisms used to perform those tasks or activities? DF IFQUAL 0.51 31. Did you learn new techniques that enabled you to improve your perfor- mance? CF 0.33*
Were you involved in the experimental task to the extent that you lost track
of time? INV/C 0.41*
link
Authors
Witmer, Bob G., and Michael J. Singer. 1998. “Measuring Presence in Virtual Environments: A Presence Questionnaire.” Presence: Teleoperators and Virtual Environments 7 (3): 225–40.
どんなもの?
Presence を評価するアンケートを作った. (Immersion も含め) 酔いがひどいと,アンケート結果も悪くなる
2.1 Necessary Conditions for Presence
Attention が頻出
2.2 Involvement
体験 (イベントなど) に集中できているか Involved なほど Presence も向上する. (自分の実際の身体や環境に邪魔をされてしまうと Involvement が減少する)
2.3 Immersion
そこに"いる"感 (VE に自分が含まれているか) Involvement が高くても Immersion が低いことは全然あり得る (テレビゲームなど)
2.4 Presence
(そこに"ある"感?, presence そのものの定義は書いてあるんだろうか) Involvement と Presence に影響を受ける項目 ⇒ Presence を評価するためには Involvement と Immersion を考慮しないといけない. (つまり,このアンケートは Presence だけじゃなくて, Involvement や Immersion の評価にも利用できる.そこはそもそも切り離せない関係だろうが)
Control Factors
Degree of control
環境とインタラクションできるとプレゼンスがあがる
Immediacy of control
インタラクションに時間遅れがあると,プレゼンスが落ちてしまう
Anticipation
「次に何が起こるか」を予測できるとプレゼンスが向上する (物理法則などに従っているか?ということだろうか)
Mode of control
インタラクションの方法のアフォーダンスが高いほどよい 逆に,学習が必要だったりするとプレゼンスが落ちてしまう
Physical environmental modifiability
ドアを開けられたり,オブジェクトを動かせたりと物理的に干渉できるか?
Sensory Factors
Sensory modality
視覚はもちろん重要なファクターだが,他の感覚モダリティもプレゼンス向上に貢献する (視覚ほどではないかもだが)
Environmental richness
環境に合った,感覚提示をしているか? (恐らく,においや振動などのことだろう.トイレなら臭いとか)
Multimodal presentation
上手く組み合わせるとなおよい For example, adding normal movement, wit h kines-thetic motion and proprioceptive feedback, shouldenhance presence (Hel d & Durlach, 1992). 加速度感と運動かな?
Consistency of multimodal information
各感覚提示がずれていないか?(それぞれの感覚で,同一の世界を体験しているか?)
Degree of movement perception (★ for ViBaR)
自己運動感があるか?
Active search
動きの自由度や,立体音響,物を触った時に触覚のフィードバックはあるか?
Distraction Factors
Isolation
VE に isolate するか?(物理空間から切り離して考えられているか?みたいな?) Headphone は Ambient noise を消せるからいいね
Selective attention
物理空間の刺激は無視できるか,VEの空間にのめりこめるか
Interface awareness
Interface そのものの存在感が強いとプレゼンスが下がってしまう (使いづらいとか)
Realism Factors
Scene realism
必ずしも real-world content というわけではなく,connectedness や continuity が大切
Consistency of information with the objective world
"情報" が定性的であるか,つまり今まで経験してきたことと大きく乖離してしまう情報だとプレゼンスが落ちる
Meaningfulness of experience
体験の意味が理解できるか? 体験の意欲などにつながる
Separation anxiety / disorientation
酔い (くらくら) とか心労みたいなものを引き起こすとプレゼンスが下がる
議論はある?
次に読むべき論文は?