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      Presence and Navigation: a Comparison Between the Free Exploration of a Real and a Virtual Museum

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      Proceedings of the 32nd International BCS Human Computer Interaction Conference (HCI)

      Human Computer Interaction Conference

      4 - 6 July 2018

      Virtual Reality, Head-mounted display, human behaviour tracking, movement tracking, navigation, presence, immersive virtual environment, virtual real comparison

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          Abstract

          The validity of environmental simulations resides in their capacity to replicate responses produced in a physical environment. However, no studies validate the similarity of navigation in immersive virtual environments, even though this can radically condition space perception and therefore alter the various evoked responses. The objective of this present paper is to validate environmental simulations using 3D environments and head-mounted display devices, at perception level by means of presence and at behavioural level through navigation. A comparison was developed between the free exploration of an art exhibition in a physical museum and a simulation of the same experience. At perception level, the virtual museum shows a high degree of presence. At navigation level, movement patterns show high similarity, and they present significant differences only at the beginning of the exploration in the percentage of area explored and the time taken to undertake the visits. The results suggest that there is an environmental adaptation effect of about 2 minutes. Subsequently, navigation in physical and virtual museums does not show significant differences. These findings support the use of immersive virtual environments as empirical tools in human behavioural research.

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          Most cited references 15

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          Measuring emotion: the Self-Assessment Manikin and the Semantic Differential.

          The Self-Assessment Manikin (SAM) is a non-verbal pictorial assessment technique that directly measures the pleasure, arousal, and dominance associated with a person's affective reaction to a wide variety of stimuli. In this experiment, we compare reports of affective experience obtained using SAM, which requires only three simple judgments, to the Semantic Differential scale devised by Mehrabian and Russell (An approach to environmental psychology, 1974) which requires 18 different ratings. Subjective reports were measured to a series of pictures that varied in both affective valence and intensity. Correlations across the two rating methods were high both for reports of experienced pleasure and felt arousal. Differences obtained in the dominance dimension of the two instruments suggest that SAM may better track the personal response to an affective stimulus. SAM is an inexpensive, easy method for quickly assessing reports of affective response in many contexts.
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            From presence to consciousness through virtual reality.

            Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness.
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              Virtual Reality for Enhanced Ecological Validity and Experimental Control in the Clinical, Affective and Social Neurosciences

              An essential tension can be found between researchers interested in ecological validity and those concerned with maintaining experimental control. Research in the human neurosciences often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and interactions. While this research is valuable, there is a growing interest in the human neurosciences to use cues about target states in the real world via multimodal scenarios that involve visual, semantic, and prosodic information. These scenarios should include dynamic stimuli presented concurrently or serially in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Furthermore, there is growing interest in contextually embedded stimuli that can constrain participant interpretations of cues about a target’s internal states. Virtual reality environments proffer assessment paradigms that combine the experimental control of laboratory measures with emotionally engaging background narratives to enhance affective experience and social interactions. The present review highlights the potential of virtual reality environments for enhanced ecological validity in the clinical, affective, and social neurosciences.
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                Author and article information

                Contributors
                Conference
                July 2018
                July 2018
                : 1-10
                Affiliations
                [1 ] Instituto de Investigación e Innovación en Bioingeniería

                València, Spain
                Article
                10.14236/ewic/HCI2018.45
                © Marín-Morales et al. Published by BCS Learning and Development Ltd. Proceedings of British HCI 2018. Belfast, UK.

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                Proceedings of the 32nd International BCS Human Computer Interaction Conference
                HCI
                32
                Belfast, UK
                4 - 6 July 2018
                Electronic Workshops in Computing (eWiC)
                Human Computer Interaction Conference
                Product
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Categories
                Electronic Workshops in Computing

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