Multiple sensorial media and presence in 3D environments
Edited book (chapter)
Chapter Title | Multiple sensorial media and presence in 3D environments |
---|---|
Book Chapter Category | Edited book (chapter) |
ERA Publisher ID | 2177 |
2214 | |
Book Title | Multiple sensorial media advances and applications: new developments in mulSeMedia |
Authors | Farley, Helen (Author) and Steel, Caroline (Author) |
Editors | Ghinea, George and Andres, Frederic |
Page Range | 39-58 |
Number of Pages | 20 |
Year | 2012 |
Publisher | IGI Global |
Information Science Reference | |
Place of Publication | Hershey, PA. United States |
ISBN | 9781609608217 |
Digital Object Identifier (DOI) | https://doi.org/10.4018/978-1-60960-821-7.ch002 |
Abstract | Immersion has been defined as the 'the subjective impression that one is participating in a comprehensive, realistic experience' (Witmer & Singer, 1998), and is seen as a necessary condition for 'presence'. This chapter will look at those characteristics of the MulSeMedia experience which facilitate immersion in three-dimensional virtual environments including Multi-User Virtual Environments (MUVEs) such as Second Life, Massively Multiplayer Online Role-Playing Games (MMORPGs) such as World of Warcraft, and various three-dimensional simulations. Though there are multiple factors that impede or facilitate immersion, one of the key factors is the ability to engage multiple senses. Chris Dede (2009) has described this as 'sensory immersion'. An environment that produces a greater sense of sensory immersion, will produce a greater feeling of presence (Witmer & Singer, 1998: p. 228); a psychologically emergent property of immersion (Zhu, Xiang, & Hu, 2007: p. 265). It has been shown that the more sensory information provided by the virtual environment, the higher the sense of presence (Franceschi, Lee, & Hinds, 2008: p. 6) and that as more sensory modalities are stimulated presence is similarly increased (Steuer, 1992). It can therefore be expected, that MulSeMedia, engaging a range of senses, should enhance presence. Evidence can be extracted from the extensive literature pertaining to gaming and presence, and the work surrounding user interfaces enabling haptic feedback, tactile precision and engaging other sensory modalities. This chapter will begin by unraveling the relationship between 'immersion', with a special emphasis on 'sensory immersion', and 'presence' in relation to MulSeMedia. In addition, it will look at the nature of the sensory stimulation provided by MulSeMedia in relation to the amount of immersion it engenders. For example, sound that is directional will have a positive effect on immersion and sensory feedback that is not conflicting will further enhance the immersive experience. |
Keywords | virtual environments; immersion |
ANZSRC Field of Research 2020 | 520406. Sensory processes, perception and performance |
520499. Cognitive and computational psychology not elsewhere classified | |
400699. Communications engineering not elsewhere classified | |
Public Notes | File reproduced in accordance with the copyright policy of the publisher/author. |
Byline Affiliations | Australian Digital Futures Institute |
University of Queensland | |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q1523/multiple-sensorial-media-and-presence-in-3d-environments
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