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abstract

Inconsistencies of Presence Questionnaires in Virtual Reality

Published:01 November 2020Publication History

ABSTRACT

Presence in virtual reality (VR) is typically assessed through questionnaires in the real world and after leaving an immersive experience. Previous research suggests that questionnaires in VR reduce biases caused by the real-world setup. However, it remains unclear whether presence questionnaires still provide valid results when subjects are being surveyed while the construct is perceived. In a user study with 36 participants, two standardized presence questionnaires (IPQ, SUSa) were either completed in the real lab, in a virtual lab scene, or in the actual scene after a virtual gaming experience. Our results show inconsistencies between the measurements and that main scores, as well as subscales of the presence measures are significantly affected by the subjects’ environment. As presence questionnaires have been designed to be answered after an immersive experience, we recommend revising those tools for measuring presence in VR.

References

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  • Published in

    cover image ACM Conferences
    VRST '20: Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology
    November 2020
    429 pages
    ISBN:9781450376198
    DOI:10.1145/3385956

    Copyright © 2020 Owner/Author

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    • Published: 1 November 2020

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