Abstract

In the present study, we examine the effect of plausibility violations in a virtual environment (VE) on spatial presence. After reviewing research on the association between plausibility and spatial presence, we present a dual-systems approach to understanding the effect of plausibility (or violations thereof) on spatial presence. We conceptualize the feeling of being present in a VE as a lower-order cognitive process. Perceptions of plausibility violations might represent higher-order cognitive processes that could interfere with spatial presence. We present data from an experimental study in which we manipulated the external consistency (i.e., the plausibility) of the VE, cognitive load (to interfere with higher-order cognitive processes), and immersion to examine its effect on spatial presence. Results show that immersion was the most important factor driving the presence experience. We found no difference between low and high plausibility in spatial presence. Subsequent equivalence tests showed that the group exposed to the implausible VE did not feel less present than the group exposed to the plausible VE. We discuss the findings of our studies in the light of our theoretical considerations and previous research.

Highlights

  • The present paper examines the influence of the perceived plausibility of a virtual environment (VE) on users’ experience of spatial presence

  • To test the success of our plausibility manipulation, we conducted an analysis of variance (ANOVA) with the three experimental factors as independent variables, all two-way interactions and the threeway interaction, and perceived plausibility as the dependent variable

  • We examined the effect of the plausibility manipulation on (1) spatial presence self-location and (2) spatial presence possible actions by conducting two ANOVAs including the three experimental factors, as well as the two-way and the threeway interaction terms

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Summary

Introduction

The present paper examines the influence of the perceived plausibility of a virtual environment (VE) on users’ experience of spatial presence. Users potentially engage in higher-order cognitive operations in order to judge the credibility/plausibility (Rovira et al, 2009; Slater, 2009; Skarbez, 2016) or perceived realism of the VE (Baños et al, 2000; Schubert et al, 2001; McGloin et al, 2011). These subjective judgments, in turn, might affect how users respond to the VE, including their experience of spatial presence. Alternatively interpreted as the consistency of a virtual scene (Riecke et al, 2005; Skarbez, 2016), authenticity (Gilbert, 2017), or the overall perceived realism of a VE (e.g., Schubert et al, 2001; Shafer et al, 2011; Welch et al, 1996; Lombard and Ditton, 1997), might directly affect a user’s spatial presence experience

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