2023
DOI: 10.1109/access.2023.3254892
|View full text |Cite
|
Sign up to set email alerts
|

How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score

Abstract: Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjec… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
6
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 27 publications
(7 citation statements)
references
References 60 publications
1
6
0
Order By: Relevance
“…As demonstrated in the figures and table, the participants found PublicVR to create a high level of presence. Specifically, each IPQ subscale in our study achieved an average score of more than 1.5 (corresponding to more than 4.5 in a 1-7 Likert scale) which is described as having "very good presence" compared to other studies exploring VR experiences with the IPQ score (Melo et al 2023). Participants found PublicVR to create a real feeling of being there, which is also confirmed by their comments in the follow-up interviews.…”
Section: Ipq Results and Analysissupporting
confidence: 75%
See 1 more Smart Citation
“…As demonstrated in the figures and table, the participants found PublicVR to create a high level of presence. Specifically, each IPQ subscale in our study achieved an average score of more than 1.5 (corresponding to more than 4.5 in a 1-7 Likert scale) which is described as having "very good presence" compared to other studies exploring VR experiences with the IPQ score (Melo et al 2023). Participants found PublicVR to create a real feeling of being there, which is also confirmed by their comments in the follow-up interviews.…”
Section: Ipq Results and Analysissupporting
confidence: 75%
“…Whilst there is considerable work into strengthening external factors associated with public speaking, specifically verbal and vocal variables, early work by Mehrabian (1981) resulted in the "7-38-55" rule, which indicates that only 7% of all communication is done through verbal communication, whilst the non-verbal components, such as the tone of our voice and our body language, make up 38% and 55% respectively. For a public speaking performance to be deemed as successful, it's important that both verbal and non-verbal components are balanced and in alignment (Španjol-Marković 2008;Mehrabian 1981), however, further research discussed that non-verbal communication is often neglected (Pizek Meštrić 2016). This therefore calls for an efficient solution to support the improvement of non-verbal communication.…”
Section: Factors Affecting Public Speakingmentioning
confidence: 99%
“…Higher presence experience has been demonstrated to increase the transfer of learning from training to clinical performance [ 22 , 26 ]. A mean IPQ score of 6 by the participants in our study would correspond to an “Excellent Presence” compared to other studies exploring VR experiences with the IPQ score [ 27 ]. Using a 360-degree high-resolution camera, using live actors, and talking to the participant in second person may have contributed to a high degree of presence.…”
Section: Discussionmentioning
confidence: 63%
“…As shown in Fig. 4 , the Igroup Presence Questionnaire (IPQ) results showed an acceptable general and spatial presence with the virtual environment regarding to [ 34 ]. Results were similar for the 3 circuits, with lower scores for experienced realism and involvement.…”
Section: Resultsmentioning
confidence: 99%
“…At this stage, and for this study, the proposed simulator does not incorporate virtual pedestrians to interact with. Such a feature would eventually increase the realism of our simulator, with an impact on the sense of presence as it adds realness to the virtual content [ 34 ]. The sense of presence generally depends also on the type of display, the orientation of the visual field and the visualization of the user avatar.…”
Section: Resultsmentioning
confidence: 99%