Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments

In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal componen...

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Published inPhilosophical transactions of the Royal Society of London. Series B. Biological sciences Vol. 364; no. 1535; pp. 3549 - 3557
Main Author Slater, Mel
Format Journal Article
LanguageEnglish
Published England The Royal Society 12.12.2009
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Summary:In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.
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Discussion Meeting Issue 'Computation of emotions in man and machines' organized and edited by Peter Robinson and Rana el Kaliouby
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ISSN:0962-8436
1471-2970
1471-2970
DOI:10.1098/rstb.2009.0138