Pointing (Conflicting Cues)

From EuroVR Knowledge Base


Description

Slater, Usoh, and Chrysanthou (1995) have used a presence measure based on conflicting real and virtual cues. Participants were asked to point towards a radio, which was present both in the real and the virtual world. The position of the real radio was changed after participants entered the VE, so the sound came from a different location. The idea is that a high degree of presence will lead participants to point towards the virtual rather than the real radio.

Primary Reference or Source

  • Slater, M., Usoh, M., Chrysanthou, Y. (1995). The influence of dynamic shadows on presence in immersive virtual environments. In M. Goebel (Ed.). Proceedings of the 2nd Eurographics Workshop on Virtual Reality. Monte Carlo, Monaco, January 1995.