Abstract

This paper presents validation of the VR Simulation Realism Scale on a Polish sample. The scale enables a self-report measurement of perceived realism of a virtual environment in four main aspects of such realism-scene realism, audience behavior realism, audience appearance realism and sound realism. However, since the development of the original scale, the VR technology significantly changed. We aimed to respond to that change and revalidate the original measure in the contemporary setting. For the purpose of scale validation, data was gathered from six studies with 720 participants in total. Five experiments and one online survey were conducted to examine psychometric properties of the scale in accordance with the Standards for Educational and Psychological Testing. Evidence based on internal structure, relations to other variables and test content was obtained. The factorial structure of the original scale was tested and confirmed. The connections between realism and immersion, presence, aesthetics were verified. A suppressed relationship between realism and positive affect was discovered. Moreover, it was confirmed that scale result is dependent on the quality of VR graphics. Results of the analyses provide the evidence that the VR Simulation Realism Scale is a well-established tool that might be used both in science and in VR development. However, further research needs to be done to increase external validity and predictive power of the scale.

Highlights

  • Immersive virtual environmentsVirtual Reality (VR) is usually defined as technology that uses various humancomputer interfaces to create the impression of being in a virtual world [1]

  • We examined the virtual environmentsVirtual Reality (VR) Realism Scale to determine whether it is sensitive to small changes in graphics quality, and we explored the relationship between realism and positive affect

  • We considered the confirmation of the original scale structure to be essential as, to the best of our knowledge, we are the first research team to use the Polish version of the scale

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Summary

Methods

The total pool of collected data consists of seven studies (A–F), conducted between the years 2017 and 2019. Five of them (B–F) were experimental studies and one (A) was an online survey. The participants in study A were video game players; the participants in studies B, D, and E were cadets from the College of the State Fire Service and active firefighters from firefighting units in Cracow. University students participated in studies C and F. Information about the analyses performed on subsamples of data is given in this table

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Conclusion
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