Inhalt des Dokuments
Towards Plausibility Illusion in Virtual Reality
Location: Zoom (Please contact Saman Zadtootaghaj to access to the link)
Date/Time: 24.08.2020, 14:15-15:00
SPEAKER: Asim Hameed (TUB / NTNU)
Quality measures have traditionally focused on passive multimedia whereas immersive media experiences (like that of VR) require an active involvement, i.e. they offer control of the environment and support user movement within it. Most works looking at QoE in virtual environments (VE) have concentrated on locating positive and/or negative correlates of user’s sense of presence or break-in-presence (BIP). Subjective, performance-based, or physiological measures are mostly used, which are achieved through studying stimuli introductions, task executions, interaction possibilities, and negative effects, etc. While attention has remained on presence, i.e. measuring user’s subjective sense of “being there” inside the place illusion (PI) of a VE; the phenomenon of plausibility illusion (Psi) has attracted little research interest. Introduced by Slater, Psi refers to the illusion that a virtual scenario experienced is actually occurring. This refers to the coherence and consistency of the characters, behaviors, and events that transpire within the context of a given virtual scenario . Moreover, in terms of QoE, Psi fits well with the conceptualization of quality as a cognitive judgment. For the user, quality is seen as deviations of features between perceived quality and expected quality . It is therefore useful to develop protocols for, and observe, various coherence factors and their consistencies in determining their effects on Psi.
 Skarbez, R., Neyret, S., Brooks, F. P., Slater, M., & Whitton, M. C. (2017). A psychophysical experiment regarding components of the plausibility illusion. IEEE transactions on visualization and computer graphics, 23(4), 1369-1378.
 Raake, A., & Egger, S. (2014). Quality and quality of experience. In Quality of experience (pp. 11-33). Springer, Cham.