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PSYCHOLOGY OF
TECHNOLOGY:
VIRTUAL REALITY
DAVE MILLER
ITINERARY
 VR PRESENCE AND TELEPRESENCE
 VIRTUAL REALITY – WHAT IS IT GOOD FOR?
 TRAINING (aircraft)
 RESEARCH YOU CAN’T DO IN REAL LIFE
 PROTEUS EFFECT
 EXPERIMENTAL ETHICS
WHAT IS REAL?
DEFINING VIRTUAL REALITY
 TRACKING
 RENDERING
 REACTION TO USER BEHAVIOR
http://tuebingen.mpg.de/typo3temp/pics/75a8848dd9.jpg
VR PRESENCE/TELEPRESENCE
 VR PRESENCE AS AN EXTENSION OF THE MEDIA EQUATION
 If media is perceived as if it’s real, what can be stronger than immersive VR?
 ELEMENTS OF PRESENCE
 Involvement: focus on the task at hand
 Immersion: envelopment in the (virtual) environment
 Presence/Telepresence: feeling of acting on the virtual environment, an
unmediated experience
FACTORS OF PRESENCE
(WITMER AND SINGER)
CONTROL FACTORS SENSORY FACTORS DISTRACTION
FACTORS
REALISM FACTORS
Degree of Control Sensory Modality Isolation Scene realism
Immediacy of control Environmental richness Selective attention Information consistent with
objective world
Anticipation of events Multimodal presentation Interface awareness Meaningfulness of
experience
Mode of control Consistency of multimodal
information
Separation
anxiety/disorientation
Physical environment
modifiabilty
Degree of movement
perception
Active Search
THE PIT: DEMONSTRATING
PRESENCE
AGENTS AND AVATARS
AGENT
Virtual Being
AVATAR
Virtual Representation of
Person
THE PROTEUS EFFECT
 Characteristics of your avatar can influence your behavior
 An attractive avatar makes you get closer to the confederate’s avatar
 A taller avatar makes you bargain more aggressively with the confederate
 An older-looking avatar encourages participants to save money
 Being a coral encourages participants to be more environmentally
conscious!
EARLY VR: LINK TRAINER
VR FLIGHT TRAINING
HMD-VR FOR THE MASSES
OCULUS CARDBOARD

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Virtual reality

  • 2. ITINERARY  VR PRESENCE AND TELEPRESENCE  VIRTUAL REALITY – WHAT IS IT GOOD FOR?  TRAINING (aircraft)  RESEARCH YOU CAN’T DO IN REAL LIFE  PROTEUS EFFECT  EXPERIMENTAL ETHICS
  • 4. DEFINING VIRTUAL REALITY  TRACKING  RENDERING  REACTION TO USER BEHAVIOR http://tuebingen.mpg.de/typo3temp/pics/75a8848dd9.jpg
  • 5. VR PRESENCE/TELEPRESENCE  VR PRESENCE AS AN EXTENSION OF THE MEDIA EQUATION  If media is perceived as if it’s real, what can be stronger than immersive VR?  ELEMENTS OF PRESENCE  Involvement: focus on the task at hand  Immersion: envelopment in the (virtual) environment  Presence/Telepresence: feeling of acting on the virtual environment, an unmediated experience
  • 6. FACTORS OF PRESENCE (WITMER AND SINGER) CONTROL FACTORS SENSORY FACTORS DISTRACTION FACTORS REALISM FACTORS Degree of Control Sensory Modality Isolation Scene realism Immediacy of control Environmental richness Selective attention Information consistent with objective world Anticipation of events Multimodal presentation Interface awareness Meaningfulness of experience Mode of control Consistency of multimodal information Separation anxiety/disorientation Physical environment modifiabilty Degree of movement perception Active Search
  • 8. AGENTS AND AVATARS AGENT Virtual Being AVATAR Virtual Representation of Person
  • 9. THE PROTEUS EFFECT  Characteristics of your avatar can influence your behavior  An attractive avatar makes you get closer to the confederate’s avatar  A taller avatar makes you bargain more aggressively with the confederate  An older-looking avatar encourages participants to save money  Being a coral encourages participants to be more environmentally conscious!
  • 10. EARLY VR: LINK TRAINER
  • 12. HMD-VR FOR THE MASSES OCULUS CARDBOARD