Presence: The debate between constructive cognition and ecological perception. - PowerPoint PPT Presentation

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Presence: The debate between constructive cognition and ecological perception.

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Title: Presence: The debate between constructive cognition and ecological perception.


1
Presence The debate between constructive
cognition and ecological perception.
  • Nunez, D. Blake, E. (2003) Conceptual Priming
    as a Determinant of Presence in Virtual
    Environments, ACM Database.

Vicki Peace, Sian Pegler, Helen Poyer and Laura
Ringham
2
Overview
  • What is presence?
  • How is presence explained?
  • Ecological v Constructive Cognition
  • Case Study
  • Issues of measurement
  • Conclusions and Questions

3
What is presence?
  • Presence is the idea of being there
  • the degree to which the virtual environment
    dominates over the real environment as the
    basis for thought
  • (Nunez and Blake, 2003)

4
Where is the controversy?
  • In general, presence is a controversial area.
  • Many debates
  • What actually is presence?
  • How can presence be measured/evaluated?
  • Does presence have an influence on tasks?
  • SELECTED DEBATE What is the basis of presence?
  • Ecological v Constructive Cognition

5
Basis of Presence?Constructive v Ecological
  • CONSTRUCTIVE COGNITION
  • Eysenk Keane (1995)
  • Higher level processing
  • Top-Down
  • Mental processing MOST important
  • Perception and schemata
  • Presence obtained as a process of mental
    processes interacting with sensory information
  • ECOLOGICAL PERCEPTION
  • Gibson (1979)
  • Direct Perception
  • Bottom-Up
  • Sensory info MOST important
  • Affordances
  • Presence due to individuals perception of sensory
    information and action within their environment.

6
The Case Study 1
  • Conceptual Priming as a Determinant of Presence
    in Virtual Environment.
  • Nunez and Blake (2003)
  • Aim to determine if presence is actually
    constructed by the user or if it simply arises
    from sensory stimulation only.
  • The study tested two hypotheses
  • 1. If a user has active schemata which are
    related to the VE which the user is
    experiencing, then the user will experience more
    presence
  • 2. If the VE is rendered on a higher
    fidelity display system, the user will experience
    more presence

7
The Case Study 2
  • The experiment had a 2x2 factorial ANOVA design
  • Stimulus quality of VE display system
  • Conceptual priming
  • Two levels were used for each variable
  • The dependant variable was presence
  • 55 undergraduate participants
  • Each participant took part in two experiment
    sessions, exploring two different VE and filling
    in two sets of presence questionnaires.

8
Monastery VE
9
Hospital VE
Figure 4 Hospital VE ward room in low stimulus
quality
10
The Case Study 3
  • Hardware
  • Non-immersive, desktop-based systems
  • Software
  • VE exploration tool DAVE
  • VEs
  • Training environment
  • Medieval European Monastery
  • Hospital
  • Priming
  • Printed booklets either related to or not related
    to the theme of the VE

11
The Case Study 4
  • Measures
  • Presence Questionnaire of Witmer Singer
  • Presence Scale of Slater, Usoh Steed
  • Procedure
  • Instruction and training stage
  • Priming stage
  • Exploration stage
  • Questionnaire stage
  • Second iteration

12
Results
  • Relevant Prime Hospital or Monastery
  • High presence in high quality environment
  • Lower presence in low quality environment.
  • Irrelevant Prime Steam Trains
  • Presence similar between quality
  • Interaction of Priming and Stimulus Quality
  • Priming mediated experience of presence
  • In high quality context prime enhanced
    presence.
  • In low quality context prime reduced presence.

13
Conclusions
  • Mental state of user influences their experience
    of presence.
  • But only in certain instances therefore
  • Presence is not a scaled sum of sensory
    components.
  • Presence is constructed through both sensory
    inputs and users mental context.
  • Explained in terms of schemata activation
  • Priming pre-allocates processing resources to
    related perceptions.
  • In Irrelevant Condition processing of unrelated
    perceptions is difficult schemata deactivation
  • In High Quality Condition enhanced processing
    smooths over inconsistencies
  • In Low Quality Condition fit isnt good enough
    for enhanced processing OR bad enough for
    schemata deactivation poor processing

14
What does this add to the debate?
  • Support for more recent constructive concepts of
    perception (Eysenk Keane) over ecological
    perception (Gibson)
  • Higher processes have a mediating role in the
    experience of presence
  • Howeverboth views have explanatory power.

15
Critique
  • Criticisms of study
  • No measurement of stimulus quality or intensity
    of priming provided
  • Measurement of presence based on pen and paper
    questionnaires
  • Lack of an effective measure of presence

16
Measurement of Presence Other methods
  • Objective Measures
  • - Measurement of physiological and behavioural
    responses
  • Qualitative or Ethnographic Approaches
  • - In depth studies
  • A Stochastic Model of Presence
  • - Participants required to report whenever a
    break in presence occurs while they are present
    in the VE

17
References
  • Eysenk, M.W. Keane, M.T. (1995) Cognitive
    Psychology A Students Handbook. Hove Psychology
    Press
  • Gibson, J.J. (1979) The Ecological Approach to
    Perception, Houghton-Mifflin. Boston.
  • Nunez, D. Blake, E. (2001) Cognitive Presence
    as a unified concept of virtual reality
    effectiveness. Proceedings AFRIGRAPH 2001, p.
    115-8
  • Nunez, D. Blake, E. (2003) Conceptual Priming
    as a Determinant of Presence in Virtual
    Environments, ACM Database
  • Witmer, B.G and Singer, M.J. (1998) Measuring
    Presence in Virtual Environments A Presence
    Questionnaire, Presence Teleoperators and
    Virtual Environments, 7(3), 225-240.
  • Slater, M., Usoh, M., Steed, A. (1994) Depth of
    Presence in Immersive Virtual Environments,
    Presence Teleoperators and Virtual Environments,
    MIT Press 3(2), 130-144.
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