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Presence effects in virtual reality based on user characteristics: Attention, enjoyment, and memoryoa mark
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Publication Year
2021-05-01
Publisher
Multidisciplinary Digital Publishing Institute (MDPI)
Citation
Electronics (Switzerland), Vol.10
Keyword
Eye-trackingImmersionPresence effectsUser characteristicsVirtual reality
All Science Classification Codes (ASJC)
Control and Systems EngineeringSignal ProcessingHardware and ArchitectureComputer Networks and CommunicationsElectrical and Electronic Engineering
Abstract
Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre-and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.
ISSN
2079-9292
Language
eng
URI
https://dspace.ajou.ac.kr/dev/handle/2018.oak/32448
DOI
https://doi.org/10.3390/electronics10091051
Fulltext

Type
Article
Funding
Funding: This work was supported by the Ajou University research fund.
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Teemu H. LaineLaine, Teemu H.
Department of Digital Media
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