Conference paper Open Access

Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives

Maria Christofi; Evangelia Baka; Kalliopi Evangelia Stavroulia; Despina Michael-Grigoriou; Andreas Lanitis; Nadia Magnenat Thalmann


DataCite XML Export

<?xml version='1.0' encoding='utf-8'?>
<resource xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://datacite.org/schema/kernel-4" xsi:schemaLocation="http://datacite.org/schema/kernel-4 http://schema.datacite.org/meta/kernel-4.1/metadata.xsd">
  <identifier identifierType="DOI">10.5281/zenodo.2669117</identifier>
  <creators>
    <creator>
      <creatorName>Maria Christofi</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-0948-5089</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus</affiliation>
    </creator>
    <creator>
      <creatorName>Evangelia Baka</creatorName>
      <affiliation>University of Geneva, Switzerland</affiliation>
    </creator>
    <creator>
      <creatorName>Kalliopi Evangelia Stavroulia</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0002-7326-8767</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus</affiliation>
    </creator>
    <creator>
      <creatorName>Despina Michael-Grigoriou</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0003-0824-7684</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus</affiliation>
    </creator>
    <creator>
      <creatorName>Andreas Lanitis</creatorName>
      <nameIdentifier nameIdentifierScheme="ORCID" schemeURI="http://orcid.org/">0000-0001-6841-8065</nameIdentifier>
      <affiliation>Cyprus University of Technology, Cyprus and Research Centre on Interactive Media Smart Systems and Emerging Technologies, Cyprus</affiliation>
    </creator>
    <creator>
      <creatorName>Nadia Magnenat Thalmann</creatorName>
      <affiliation>University of Geneva, Switzerland</affiliation>
    </creator>
  </creators>
  <titles>
    <title>Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives</title>
  </titles>
  <publisher>Zenodo</publisher>
  <publicationYear>2018</publicationYear>
  <subjects>
    <subject>Virtual reality</subject>
    <subject>Virtual worlds training simulations</subject>
  </subjects>
  <dates>
    <date dateType="Issued">2018-12-31</date>
  </dates>
  <language>en</language>
  <resourceType resourceTypeGeneral="Text">Conference paper</resourceType>
  <alternateIdentifiers>
    <alternateIdentifier alternateIdentifierType="url">https://zenodo.org/record/2669117</alternateIdentifier>
  </alternateIdentifiers>
  <relatedIdentifiers>
    <relatedIdentifier relatedIdentifierType="DOI" relationType="IsVersionOf">10.5281/zenodo.2669116</relatedIdentifier>
    <relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://zenodo.org/communities/rise-teaming-cyprus</relatedIdentifier>
  </relatedIdentifiers>
  <version>Accepted pre-print</version>
  <rightsList>
    <rights rightsURI="http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode">Creative Commons Attribution Non Commercial No Derivatives 4.0 International</rights>
    <rights rightsURI="info:eu-repo/semantics/openAccess">Open Access</rights>
  </rightsList>
  <descriptions>
    <description descriptionType="Abstract">&lt;p&gt;This paper studies the aspect of presence in a Virtual Reality (VR) environment that can be used for training purposes in the education sector and more specifically for teacher training and professional development. During the VR experience trainees&lt;br&gt;
had the chance to view the world from different perspectives through the eyes of different characters appearing in the scene.&lt;br&gt;
The experimental evaluation conducted aims to examine the effect of viewing the experience from different perspectives and&lt;br&gt;
viewpoints in relation to the overall user experience and the level of presence achieved. To accomplish these objectives an&lt;br&gt;
experiment was performed investigating presence and the correlation between presence and different viewpoints/perspectives.&lt;br&gt;
To measure presence a combination of methods were used including two different questionnaires, the use of an eeg device,&lt;br&gt;
EMOTIV EPOC+ and the analysis of heart rates. The results indicate that high levels of presence were recorded and that&lt;br&gt;
increased levels of presence are associated with viewing the VE from a student rather than a teacher perspective.&lt;/p&gt;</description>
    <description descriptionType="Other">This work has been partly supported by the project that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 739578 (RISE – Call: H2020-WIDESPREAD-01-2016-2017-TeamingPhase2)  and the Government of the Republic of Cyprus through the Directorate General for European Programmes, Coordination and Development.

DOI 10.2312/egve.20181329, Studying Levels of Presence in a Virtual Environment Simulating Drug Use in Schools: Effect on Different Character Perspectives, Christofi, M., Baka, E., Stavroulia, K.E., Michael-Grigoriou, D., Lanitis, A. &amp;amp; Magnenat-Thalmann, ICAT-EGVE 2018 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Bruder, Gerd and Yoshimoto, Shunsuke and Cobb, Sue, 2018, pages 163-170, Copyright ©2018 The Eurographics Association, The Eurographics Association.</description>
    <description descriptionType="Other">{"references": ["BATSON C. D.: These things called empathy: eight related but distinct phenomena.", "BOUCHARD S.: Emotions and the emotional valence afforded by the virtual environment. In Virtual reality. InTech, 2010.", "BAKA E., STAVROULIA K. E., MAGNENAT-THALMANN N., LANITIS A.: An eeg-based evaluation for comparing the sense of presence between virtual and physical environments. In Proceedings of Computer Graphics International 2018 (2018), ACM, pp. 107\u2013116.", "HEALTH M., CENTERS W.: The bloodshot look: Why cannabis causes red eyes, Oct 2016. URL: http://www.medwellhealth.net/ the-bloodshot-look-why-cannabis-causes-red-eyes/.", "HEETER C.: Being there: The subjective experience of presence. Presence: Teleoperators &amp; Virtual Environments 1, 2 (1992), 262\u2013271.", "HODGES L. F., KOOPER R., MEYER T. C., DE GRAAFF J. J. H., ROTHBAUM B. O., OPDYKE D., WILLIFORD J. S., NORTH M. M.: Presence as the defining factor in a VR application. Tech. rep., Georgia Institute of Technology, 1994.", "KOBER S. E., KURZMANN J., NEUPER C.: Cortical correlate of spatial presence in 2d and 3d interactive virtual reality: an eeg study. International Journal of Psychophysiology 83, 3 (2012), 365\u2013374.", "KOUNNOU A.: \"they gave substance to my 12-year-old son at school\" complains father, Apr 2017. URL: http://www. reporter.com.cy/editors-choice/article/187411/.", "LOMBARD M., DITTON T.: At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication 3, 2 (1997).", "MEEHAN M., INSKO B., WHITTON M., BROOKS F.: An objective surrogate for presence: Physiological response. In 3rd International Workshop on Presence (2000).", "ON DRUG ABUSE N. I.: What are marijuana effects?, Feb 2018. URL: https://www.drugabuse. gov/publications/research-reports/marijuana/ what-are-marijuana-effects.", "ROGERS S.: Why is presence important for virtual reality?, Nov 2017. URL: https://www.vrfocus.com/2017/11/ why-is-presence-important-for-virtual-reality/.", "REGENBRECHT H. T., SCHUBERT T. W., FRIEDMANN F.: Measuring the sense of presence and its relations to fear of heights in virtual environments. International Journal of Human-Computer Interaction 10, 3 (1998), 233\u2013249.", "STAVROULIA K. E., BAKA E., CHRISTOFI M., MICHAELGRIGORIOU D., MAGNENAT-THALMANN N., LANITIS A.: A virtual reality environment simulations drug use in schools: effect on emotions and mood states. In In The International Conference on Information Communication Technologies in Education (ICICTE 2018) Proceedings (2018), pp. 225\u2013234.", "SHERIDAN T. B.: Further musings on the psychophysics of presence. Presence: Teleoperators &amp; Virtual Environments 5, 2 (1996), 241\u2013 246.", "SZILY E., K\u00c9RI S.: Emotion-related brain regions. Ideggy\u00f3gy\u00e1szati szemle 61, 3-4 (2008), 77\u201386.", "SLATER M., SANCHEZ-VIVES M. V.: Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI 3 (2016), 74.", "SLATER M., USOH M.: Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators &amp; Virtual Environments 2, 3 (1993), 221\u2013233.", "SCHUEMIE M. J., VAN DER MAST C.: Presence: Interacting in virtual reality. In Proceedings, Twente Workshop on Language Technology (1999), vol. 15, pp. 213\u2013217.", "SCHUEMIE M. J., VAN DER STRAATEN P., KRIJN M., VAN DER MAST C. A.: Research on presence in virtual reality: A survey. CyberPsychology &amp; Behavior 4, 2 (2001), 183\u2013201.", "THOMAS G., KLONER R. A., REZKALLA S.: Adverse cardiovascular, cerebrovascular, and peripheral vascular effects of marijuana inhalation: what cardiologists need to know. The American journal of cardiology 113, 1 (2014), 187\u2013190.", "USOH M., CATENA E., ARMAN S., SLATER M.: Using presence questionnaires in reality. Presence: Teleoperators &amp; Virtual Environments 9, 5 (2000), 497\u2013503.", "V\u00c4STFJ\u00c4LL D.: The subjective sense of presence, emotion recognition, and experienced emotions in auditory virtual environments. CyberPsychology &amp; Behavior 6, 2 (2003), 181\u2013188.", "WATSON D., CLARK L. A., TELLEGEN A.: Development and validation of brief measures of positive and negative affect: the panas scales. Journal of personality and social psychology 54, 6 (1988), 1063.", "WITMER B. G., SINGER M. J.: Measuring presence in virtual environments: A presence questionnaire. Presence 7, 3 (1998), 225\u2013240."]}</description>
  </descriptions>
  <fundingReferences>
    <fundingReference>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/501100000780</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/692058/">692058</awardNumber>
      <awardTitle>Network for sOcial compuTing REsearch (NOTRE)</awardTitle>
    </fundingReference>
    <fundingReference>
      <funderName>European Commission</funderName>
      <funderIdentifier funderIdentifierType="Crossref Funder ID">10.13039/501100000780</funderIdentifier>
      <awardNumber awardURI="info:eu-repo/grantAgreement/EC/H2020/739578/">739578</awardNumber>
      <awardTitle>Research Center on Interactive Media, Smart System and Emerging Technologies</awardTitle>
    </fundingReference>
  </fundingReferences>
</resource>
24
26
views
downloads
All versions This version
Views 2424
Downloads 2626
Data volume 110.8 MB110.8 MB
Unique views 2020
Unique downloads 2424

Share

Cite as