8 / Human factors in virtual reality8.1 Immersion and presence

8

Human factors in virtual reality

Immersion, presence, embodiment and comfort

Étienne Peillard
IMT Atlantique

8 / Human factors in virtual reality8.1 Immersion and presence

Course outline

Immersion and presence

8.1

Body and embodiment

8.2

Cybersickness, comfort and evaluation

8.3

8 / Human factors in virtual realityPart 1 of 3

8.1

Immersion and presence

8 / Human factors in virtual reality8.1 Immersion and presence

System, experience and outcome

LevelWhat is being described?
SystemImmersion, tracking and feedback
ExperiencePresence, embodiment and discomfort
OutcomeTask performance, learning and behaviour
8 / Human factors in virtual reality8.1 Immersion and presence

Characterising immersion

Sensory extent

Which modalities are stimulated?

Sensory fidelity

What information can each convey?

Coverage

How much physical input remains?

Interactivity

How stimulation responds to action

8 / Human factors in virtual reality8.1 Immersion and presence

Presence

A subjective location

Experiencing the depicted place as where one is

An ongoing experience

It can change during a session

A virtual place experienced through an immersive system
A virtual place experienced through an immersive system
8 / Human factors in virtual reality8.1 Immersion and presence

Place illusion and plausibility

Place illusion

The sense of being in the depicted place

Plausibility

The sense that events are really occurring

8 / Human factors in virtual reality8.1 Immersion and presence

Social presence

Other people

A sense of being together

Embodied cues

Position, gaze, gesture and action

Shared activity

Coordination around common events

Communication in a shared virtual setting
Communication in a shared virtual setting
8 / Human factors in virtual reality8.1 Immersion and presence

Attention and spatial presence

Spatial information

A representation of the depicted environment

Attention

Resources allocated to the virtual situation

Self-location

The environment becomes the primary spatial reference

A structural model connecting VR, emotion and judgement
A structural model connecting VR, emotion and judgement
8 / Human factors in virtual reality8.1 Immersion and presence

Attention in an experiment

Task

Explore a virtual city

Probe

Task-irrelevant sounds

Observation

Attention-related brain responses

Virtual-city environments in an attention study
Virtual-city environments in an attention study
8 / Human factors in virtual reality8.1 Immersion and presence

Why presence matters

Behaviour

Responses to virtual events

Experimental interpretation

Relevance to the target situation

Application goal

A convincing activity or encounter

A height-related virtual scene
A height-related virtual scene
8 / Human factors in virtual reality8.1 Immersion and presence

System factors and presence

Control

Available and predictable action

Sensory information

Useful cues and their coherence

Viewing conditions

Display properties and calibration

8 / Human factors in virtual reality8.1 Immersion and presence

Emotion and visual fidelity

Scene content

Neutral or affective situations

Display properties

A possible interaction with content

Response

Presence and emotion may covary

Different affective contexts in a virtual environment
Different affective contexts in a virtual environment
8 / Human factors in virtual reality8.1 Immersion and presence

Individual differences

Visual and spatial factors

What information a user can access

Attention and emotion

How the situation engages the person

Experience and expectations

What the person brings to the session

Neutral and public-speaking study conditions
Neutral and public-speaking study conditions
8 / Human factors in virtual reality8.1 Immersion and presence

Avatar style and repeated exposure

Representation

Abstract or more human-like avatars

Familiarity

Experience with the environment

Interpretation

Effects depend on the task and design

Avatar representations in the source study
Avatar representations in the source study
8 / Human factors in virtual reality8.1 Immersion and presence

Lighting and the virtual pit

Manipulation

Lighting and reflection conditions

Experience

Questionnaire responses about the scene

Response

Physiological reactions to a threat-related setting

Rendering conditions in the virtual-pit experiment
Rendering conditions in the virtual-pit experiment
8 / Human factors in virtual reality8.1 Immersion and presence

Do additional modalities always help?

Information

What does the extra cue contribute?

Redundancy

Is another channel already sufficient?

Task

Does the cue support the activity?

An audio-visual-haptic collaboration task
An audio-visual-haptic collaboration task
A comparison of communication and haptic conditions
A comparison of communication and haptic conditions
8 / Human factors in virtual reality8.1 Immersion and presence

Immersion and presence are distinct

System properties

Can be specified and measured

Personal experience

Varies across users and sessions

Relationship

Influenced by content, action and attention

8 / Human factors in virtual reality8.1 Immersion and presence

Visible reactions, an experience to investigate

Behaviour

Stepping back, movement, hesitation

Reported experience

Presence, emotion, discomfort

Measurement

Ask and compare

8 / Human factors in virtual reality8.1 Immersion and presence

A first headset experience

8 / Human factors in virtual reality8.1 Immersion and presence

Measuring presence

Questionnaires

IPQ, PQ and Slater–Usoh–Steed

Behaviour

Responses and breaks in the experience

Physiology

Complementary, non-specific observations

8 / Human factors in virtual realityPart 2 of 3

8.2

Body and embodiment

8 / Human factors in virtual reality8.2 Body and embodiment

Perception of one’s body

External signals

Seeing and touching the body

Internal signals

Interoception and bodily state

Movement and posture

Proprioceptive and vestibular information

8 / Human factors in virtual reality8.2 Body and embodiment

Body schema and body image

Body schema

Representations supporting action and posture

Body image

Perceptual, conceptual and affective representations

Plasticity

Representations can adapt

8 / Human factors in virtual reality8.2 Body and embodiment

The rubber-hand illusion

A hidden real hand

Receives tactile stimulation

A visible artificial hand

Receives matching visual stimulation

A possible shift

The artificial hand feels body-related

Left hand
Left hand
Artificial hand
Artificial hand
8 / Human factors in virtual reality8.2 Body and embodiment

A multisensory ownership interpretation

  1. SeeContact on the artificial body
  2. FeelContact on the physical body
  3. IntegrateEvidence for a common event
  4. AttributeThe seen body may feel like one’s own
8 / Human factors in virtual reality8.2 Body and embodiment

The sense of embodiment

Ownership

This body is mine

Self-location

I am located in this body

Agency

I control this body

Virtual bodyOwnershipThis body is mineSelf-locationI am in this bodyAgencyI control this body
8 / Human factors in virtual reality8.2 Body and embodiment

Body ownership

Self-attribution

The body feels like mine

Sensory source

Events seem to happen to this body

Manipulation

Timing, appearance and correspondence

Virtual-human representations in an ownership-related study
Virtual-human representations in an ownership-related study
8 / Human factors in virtual reality8.2 Body and embodiment

Self-location

Bodily location

Where I experience myself

First-person perspective

A viewpoint associated with the body

External perspective

A different relation to the seen body

A body viewed from different spatial perspectives
A body viewed from different spatial perspectives
8 / Human factors in virtual reality8.2 Body and embodiment

Self-location and presence

ConstructSpatial relation
Self-locationSelf in relation to a body
PresenceSelf in relation to an environment
8 / Human factors in virtual reality8.2 Body and embodiment

Sense of agency

Motor intention

An intended action

Prediction

Expected consequences

Feedback

Observed movement and outcome

Motor commandPredictioncompared with feedbackActual movementVisual and bodily informationSense of agency
8 / Human factors in virtual reality8.2 Body and embodiment

Factors in embodiment

Body form

Structure, morphology and self-recognition

Viewpoint

Relation between observer and body

Motion correspondence

Spatial and temporal alignment

8 / Human factors in virtual reality8.2 Body and embodiment

Visuotactile and visuomotor induction

Visuotactile

Seen and felt contact correspond

Visuomotor

Seen movement follows action

Control condition

Change the relevant correspondence

Visuomotor correspondence
Visuomotor correspondence
A visuotactile induction setup
A visuotactile induction setup
8 / Human factors in virtual reality8.2 Body and embodiment

Bodies with different properties

Extended arm

A changed limb geometry

Extra finger

An additional controlled element

Altered size

A changed relation to the environment

Experiments with altered body properties
Experiments with altered body properties
Body-size perception research
Body-size perception research
8 / Human factors in virtual reality8.2 Body and embodiment

A walking avatar and point of view

Perspective

First-person or external view

Body motion

Observed movement of the avatar

Experience

Agency, ownership and apparent walking

Walking-avatar and viewpoint conditions
Walking-avatar and viewpoint conditions
8 / Human factors in virtual reality8.2 Body and embodiment

Experiencing a child-sized body

Viewpoint

A body-relative perspective

Congruence

Corresponding sensory information

Outcome

Body-related perception and responses

A child-body embodiment study
A child-body embodiment study
A view during the child-body experiment
A view during the child-body experiment
8 / Human factors in virtual reality8.2 Body and embodiment

Banakou, Groten and Slater: child-body experiment

8 / Human factors in virtual reality8.2 Body and embodiment

Body-size distortion research

Question

How is bodily size estimated?

Manipulation

A full-body illusion

Measure

Estimates before and after exposure

The study setup for body-size estimates
The study setup for body-size estimates
8 / Human factors in virtual reality8.2 Body and embodiment

Phantom limbs and visual feedback

Phantom sensation

A perceived missing limb

Mirror feedback

A visual relation to movement

Virtual feedback

A controllable limb representation

A mirror-box arrangement
A mirror-box arrangement
A virtual limb used in rehabilitation research
A virtual limb used in rehabilitation research
8 / Human factors in virtual reality8.2 Body and embodiment

Evaluating embodiment

Questionnaires

Separate ownership, location and agency

Behaviour

A task-related response or estimate

Control conditions

Test the proposed source of the effect

8 / Human factors in virtual realityPart 3 of 3

8.3

Cybersickness, comfort and evaluation

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Comfort as a design outcome

Cybersickness

Nausea, dizziness and disorientation

Visual comfort

Eye strain and viewing demands

Physical comfort

Fit, heat, posture and effort

Cognitive demands

Attention, complexity and control

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Cybersickness and physical motion sickness

ContextTypical situation
Physical motion sicknessPhysical motion in a setting such as a vehicle
CybersicknessSymptoms associated with a virtual exposure, often with visual motion
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Symptom dimensions

Nausea

Queasiness and related bodily symptoms

Oculomotor symptoms

Eye strain, blurred vision or headache

Disorientation

Dizziness and disturbed spatial orientation

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Sensory conflict

Visual information

The world suggests self-motion

Vestibular information

No corresponding physical acceleration

Bodily information

A stationary posture or different movement

VisionMotionVestibular cuesNo matching accelerationProprioceptionStationary bodyConflictPossiblediscomfort
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Complementary explanations

Postural instability

Difficulty maintaining a stable bodily relation

Sensorimotor inconsistency

Unexpected action–perception relations

Device discomfort

Pressure, mass and heat

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Technical contributors

Latency

A delayed sensory consequence

Jitter and drift

An unstable spatial relation

Frame stalls

Interrupted image updates

Camera updates

Unexpected changes in viewpoint

DelayTimeHead poseDisplayed pose
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Locomotion and turning

OptionPerceptual consequenceDesign consideration
Continuous movementSustained visual travelMotion mismatch and exposure matter
TeleportationA discrete viewpoint changeArrival and orientation still matter
Continuous turningContinuous optic flowSpeed and control matter
Snap turningDiscrete angular stepsStep size and preference matter
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Optic flow

Direction

How the image changes during movement

Speed

How quickly features cross the view

Periphery

Large visual regions can carry strong motion cues

Optic-flow pattern illustrating visual information during motion
Optic flow — original comfort course
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Dynamic field-of-view reduction

During motion

Mask part of the peripheral view

At rest

Restore the wider view

Tradeoff

Less motion information and less spatial context

A vignette reduces the peripheral image during virtual locomotion
Dynamic visual masking — original comfort course
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Spatial consistency

World scale

Objects and body share meaningful dimensions

Viewpoint height

Fits the participant and task

Horizon

Remains coherent with gravity

Head motion

Keeps its expected effect on the view

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Visual comfort and near work

Display alignment

Fit and appropriate eye positioning

Depth demands

Vergence and accommodation

Legibility

Readable content without sustained strain

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Physical ergonomics

Headset

Mass, pressure and heat

Posture

Neck angle and sustained position

Reach

Arm elevation, repetition and support

Access

Seated options and alternative controls

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Measuring symptoms

Before exposure

A baseline symptom state

During exposure

Brief checks when appropriate

After exposure

Symptoms, timing and recovery

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

The Simulator Sickness Questionnaire

Instrument

A structured symptom questionnaire

Dimensions

Nausea, oculomotor and disorientation

Procedure

Keep wording and scoring consistent

The Simulator Sickness Questionnaire reproduced in the existing course
SSQ — Kennedy et al. (1993), via the original comfort course
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Informal ratings and validated instruments

MeasureInterpretation
Classroom symptom ratingsA clearly labelled local measure
SSQ or another selected scaleThe instrument’s own items and scoring
Behaviour and stoppingAdditional observations with a defined procedure
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Comparing comfort features

  1. BaselineDefine the reference condition
  2. VariationChange a specified feature
  3. ExposureKeep task and timing comparable
  4. AnalysisCompare symptoms and performance
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Comfort choices and tradeoffs

Technical stability

Track and render consistently

User control

Make movement predictable and optional

Motion options

Offer suitable locomotion and turning choices

Task ergonomics

Reduce unnecessary sustained effort

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Presence, embodiment and discomfort

Related experiences

They can influence one another

Distinct measures

One score does not represent all three

Design outcome

A useful task with acceptable demands

8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Integrated design assessment

Which activity is supported?
Which cues and mappings are essential?
What could disrupt presence or embodiment?
How will comfort and task success be assessed?
8 / Human factors in virtual reality8.3 Cybersickness, comfort and evaluation

Sources and further reading

Teaching resources

Original lectures and their figure credits

Research references

Study-specific citations in each slide’s notes

Source map

References retained at the point of use