May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview

  • Authors:
  • D. Villani;C. Repetto;P. Cipresso;G. Riva

  • Affiliations:
  • Department of Psychology, Catholic University of Sacred Heart, Largo Gemelli 1, 20123 Milan, Italy;Department of Psychology, Catholic University of Sacred Heart, Largo Gemelli 1, 20123 Milan, Italy;Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Via Pellizza da Volpedo 41, 20149 Milano, Italy;Department of Psychology, Catholic University of Sacred Heart, Largo Gemelli 1, 20123 Milan, Italy and Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Via Pellizza ...

  • Venue:
  • Interacting with Computers
  • Year:
  • 2012

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Abstract

Is it possible to experience more presence in doing the same thing in virtual reality than in reality? According to the well known definition of presence as ''disappearance of mediation'', the answer is no: technology is a barrier, a mediating tool that can only reduce the level of presence experienced in an interaction. However, the increasing diffusion of a technology like augmented reality that adds a technological layer of information to the real world suggests the opposite: the experience of ''being there'' may be influenced by the ability of ''making sense there''. To explore this issue we used a sample of 20 university students to evaluate the level of presence experienced in two different settings: an immersive virtual reality job simulation and a real world simulation that was identical to its VR counterpart (same interviewer, same questions) but without technological mediation and without any social and cultural cues in the environment that may give a better meaning to both the task and its social context. Self-report data, and in particular the scores in the Spatial Presence and the Ecological Validity ITC-SOPI scales, suggest that experienced presence was higher during the virtual interview than in the real world simulation. This interpretation was confirmed by subjective (higher in VR) but not by objective (Skin Conductance) anxiety scores. These data suggest a vision of presence as a social construction, in which reality is co-constructed in the relationship between actors and their environments through the mediation of physical and cultural artifacts.