A Note on Presence Terminology
Abstract
This
note addresses the confounding of the term 'presence' with several
different distinct aspects of experience. Distinctions should be made
between immersion, presence, involvement, emotional response, degree
of interest. An analogy with colour science is pursued, specifically
the
difference between wavelength distribution and perception of colour
- where the former is like 'immersion' the latter is like 'presence'
(a human response). On top of this colours may be experienced as
interesting, emotion-producing and so on. Just as the emotional
experience engendered by a colour is not the same as the perception
of the colour, which is not a simple function of the wavelength
distribution, so involvement, interest or emotional response in a virtual reality is not the same as
presence, which is not the same as immersion.
Keywords
Presence, virtual environments, virtual reality, perception,
immersion, involvement.
1 Introduction
In this note I would like to address what I think is the
significant confusion surrounding the notion of 'presence in virtual
environments'. (For a recent survey see IJsselsteijn et al., 2001).
This confusion is hampering progress in the field. There can be no
advancement simply because when people talk about presence
they are often not talking about the same underlying concept at all.
No one is 'right' or 'wrong' in this debate, they are simply not talking
about the same things. I would like to propose a terminology that
may clear up the confusion, and prevent arguments over essentially
non-issues. If researchers are talking about different things then
there is no point arguing. Let's just use different terms for these
different concepts. I am writing this on the way back from the 2003 Cybertherapy
conference, where there was a debate on some of these issues,
which sparked the current note.
2 Immersion and Presence
I have argued before about the separation of the term 'immersion'
from 'presence' (e.g, Slater, 1999). Let's reserve the term
'immersion' to stand simply for what the technology delivers from an
objective point of view. The more that a system delivers displays
(in all sensory modalities) and tracking that preserves fidelity in
relation to their equivalent real-world sensory modalities, the more
that it is 'immersive'. This is something that can be objectively
assessed, and relates to different issues than how it is
perceived by humans. I am making the distinction here similar to
that in colour science. A colour can be described objectively in
terms of a wavelength distribution. However, the perception of
colour is an entirely different matter - and includes the notion,
for example, of metamers, where objectively different wavelength
distributions are perceived as the same colour by human
observers. So immersion is analogous to 'wavelength distribution' -
in principle it can be objectively assessed (though we may not
always know how to do this). Following through the analogy with
metamers, different immersion systems may have indistinguishable
perceptual impacts on people in terms of presence.
If immersion is analogous to wavelength distribution in the
description of colour then 'presence' is analogous to the perception
of colour. Presence is a human reaction to immersion. Given the same
immersive system, different people may experience different levels
of presence, and also different immersive systems may give rise to
the same level presence in different people. Presence and immersion
are logically separable, but I would contend that empirically they
are probably strongly related. Part of the study of presence is to
understand this relationship.
3 Form and Content
But what do I mean by presence? Let's take another analogy.
Suppose you shut your eyes and try out someone's quadraphonic sound system which is
playing some music. "Wow!" you say "that's just like
being in the theatre where the orchestra is playing." That
statement is a sign of presence. You then go on to say "But the
music is really uninteresting and after a few moments my mind
started to drift and I lost interest." That second statement is nothing
to do with presence. You would not conclude, because the music
is uninteresting that you did not have the illusion of being in the
theatre listening to the orchestra. The first statement is about
form. The second statement is about content. Presence is about form,
the extent to which the unification of simulated sensory data and
perceptual processing produces a coherent 'place' that you are 'in'
and in which there may be the potential for you to act.
The second statement is about content. A VE system can be
highly presence inducing, and yet have a really uninteresting,
uninvolving, content (just like many aspects of real life!). On the
other hand it can be really interesting, fascinating, amazing. This
too is not a sign of presence. Being interesting, emotionally
captivating, beautiful, fantastic - these are about content, not
about the form.
So let's reserve the term presence to refer to the
statement about form: It is just like being in a theatre (in the
example of the music). When you are present your perceptual,
vestibular, proprioceptive, and autonomic nervous systems are
activated in a way similar to that of real life in similar
situations. Even though cognitively you know that you are not in the
real life situation, you will tend to behave as if you were, and
have similar thoughts (even though you may dismiss those thoughts as
fantasy). Just as the perception of colour arises from the interplay
of the objective wavelength distribution and the human perceptual
system, so there is the same relationship between presence and
immersion: the former arises from the interplay between the human
sensing and motor action systems and the immersive system.
4 Presence, Involvement and Emotion
There are many other terms that are confounded with presence.
These are often things said in discussions in conferences or in
private meetings, but also appear in questionnaires - for example
'How much did the visual aspects of the environment involve you?' (Witmer and
Singer, 1998). Let's separate involvement from
presence, it is at a different logical level. One can be present but
not involved (as in many situations in everyday life). One can be
involved but not present (e.g., watching a soap opera, reading a
book). "Aha!" you might say "when I read xyz book, it
was as if I were really there" - that's fine, a book is at a
certain low level of immersive 'technology', and maybe can induce
presence for some people. This does not say that we should confuse
'involvement' with presence. In real life one can study how much
different situations 'involve' people. One can also do the same in
virtual reality. However, this is not the same as studying presence.
Involvement or interest are to do with content, not to
do with form. Listening to the music you might say "This is
just like being in the theatre listening to the orchestra - but the
music - you know - it just doesn't interest me." This is high
presence, low involvement (or interest).
Presence is orthogonal to emotional content. I am
currently sitting at San Francisco Airport in one of the lounges.
Believe me, it is not an emotional experience one way or another. Of
course, by definition, I am completely present here (even though I
am concentrating very much on writing this note and only
peripherally aware of what is going on around me). I can hear people
talking, but I don't care what they are saying. In my peripheral
vision I can see various movements, and if I shift my vision and
attention I could choose to see what's going on in detail if I
wanted to do so. I can shift attention to various aspects of my
surrounding environment, and what I perceive may be emotionally
engaging or not. It doesn't change the fact of my presence. If
suddenly something bad happened here (I hesitate to write an example
in the current international climate) I would be more emotionally
engaged, but not more present. My heart would start racing, I may
start moving my body to a different location, all kinds of things
would start to happen in me. In fact if in a VE and these same
things happened in a simulation of a bad event inside an airport
lounge, this would be a good sign of presence in the VE. Presence is
separable from emotion. The first is form. The second is content. You
may choose to use an emotional content to test whether there is
presence (i.e., to check whether in the VE people have a similar
emotional response as they do in similar circumstances in the real
world) but the very fact that you can do this is another way to say
that presence and emotional response are logically distinct.
It should be clear from this discussion that presence and
immersion are not the same. Remember that presence is a 'response'
to a system of a certain level of immersion. In order to achieve
presence we could follow two different paths. The first is to
construct a system that has such a high fidelity to reality that it
becomes indistinguishable from reality. A more interesting approach
is to use knowledge of the perceptual system to find out what is
important in our representations of reality - to deliver presence
even when the level of immersion is not high. People may achieve
presence with wire frame computer graphics, some approximation to
auditory fidelity, low resolution, and so on. How does this work?
This is the real scientific question for presence. Knowing the
wavelength distribution of light emitted from a surface informs us
something about how it may be perceived in terms of colour, but it
is far from the whole story. Understanding the human perceptual
response to the wavelength distribution is critical in understanding
colour. We know that, for example, that it is conceptually possible
to reproduce the entire spectrum of perceivable colours (taking into
account metamers) just by additively combining three primaries. This
latter property (reducing the function space of wavelength
distributions to the three dimensional space of perceivable colours)
is only possible because of the way that human perceptual system
works. Similarly, our anecdotal experience of virtual reality
convinces us that presence can be achieved with systems that are
extreme in their paucity compared to the incredibly rich detail
available in perceptions of real life. I would hypothesise that just
as a complex wavelength distribution can be 'simulated' in terms of
colour perception by an appropriate additive combination of three
primary colours, so the presence in a real life situation can be
simulated by a virtual reality that delivers extremely poor sensory
data in relation to physical reality.
5 Presence and Simulations of the Non-Real
A sign of presence is when people behave in a VE in a way that is
similar to what their behaviour would have been in a similar real
life situation. 'Behave' includes all aspects - acts of perception,
volitional, conscious as well as unconscious responses of the
autonomic nervous system. Now, researchers may object: "But
virtual reality can represent situations that are not real, fantasy
worlds, nothing compared to normal human experience. Are you saying
that the concept of presence cannot be applied to such fantasy
worlds?" Well, first, we can change the properties of the world
but we cannot change the physiology of humans. We can transfer
between sensory experience - e.g., we can show visual images of
sounds, and auditory images of smells, and transform touch into
smell and smell into touch and so on. We can have x-ray vision, and
walk through walls. But the responding entity is still that of the
total human physiology. What we are able to do is to explore what
presence would be like if such worlds existed. Of course in this
situation we do not have any comparative data from real world
experiences to know whether these responses are similar to those of
the real world. We would only have comparative evaluations between
different people. If we are confident that our immersive systems
tend to result in the presence response for 'real life' scenarios
then we have a way of exploring of what the presence response would
be in these non-real life situations. We can explore aspects of
being on the planet Pluto without ever going there.
6 Summary
Presence is the response to a given level of immersion (and it
only really makes sense when there are two competing systems - one
typically the real world, and the other the technology delivering a
given immersive system). There are many signs of presence -
behaviours (in the widest sense) that match being in a similar
situation in reality. "Wow, it is just like being there"
is a sign (not a definition!) of presence. Presence arises from an
appropriate conjunction of the human perceptual and motor system and
immersion. Presence is a response. Separate from presence are
aspects of an experience such as involvement, interest and emotion.
These are to do with the content of the experience. Presence is the
form.
There are several interesting scientific problems:
- The relation between presence and
immersion;
- The transfer from a presence response in a
virtual reality to behaviour in the real world (e.g., in skill
acquisition);
- Characteristics of an experience that will make
it involving;
- How to measure presence (independently of
involvement etc).
- What has to be put into a VE in order to induce
presence. One way to induce presence is to increase realism;
another way is to match the displays and interactive
capabilities to the requirements of the human perceptual and
motor systems.
There is a huge task to accomplish in quantifying immersion. It
consists of:-
- Visual, auditory, haptic, olfactory fidelity -
including fields of view, resolution, stereo, panorama,
etc..
- Behavioural fidelity of what is being simulated
(e.g., does the virtual human behave, talk, move like a real
human?);
- Display lag and system latency;
- Tracking coverage;
- Temperature, air flow, gravity, sensory
isolation from the surrounding real world;
- Many others…
Each of these needs to be thoroughly studied and quantified. For
each of them there would be a corresponding 'presence response
curve' that showed for an 'average participant' how presence was
ideally thought to vary as these system parameters varied. This is
again analogous with colour science.
In the example of the orchestra, it was assumed that you shut
your eyes when listening to the sound system. But suppose your eyes
stay open? Then there would be contradictory signals in
the visual and auditory modalities - where is your presence? There
may be different presence in different modalities - i.e., the
simultaneous maintenance of auditory presence in one situation,
visual presence in another, and kinaesthetic presence in yet
another. Or it may be a question of field dominance - your preferred
sensory modality gives you overall presence according to the
situation of that modality. (We considered these issues in Slater,
Usoh, Steed, 1994 and references therein). Or there may just be
confusion. It is likely that in order to achieve presence there
needs to be consistency in sensory input across as well as within
modalities, but to what extent remains an open and empirical
question.
Finally, confusing immersion, presence, involvement, emotional response,
is equivalent to confusing the emotional response to a colour with
the perception of a colour, with the wavelength distribution that is
the underlying physical basis of the perception. Let's agree on a
set of terms, and study the relationships between the various
concepts represented by these terms.
References
IJsselsteijn, W.A., Freeman, J. and Huib de
Ridder (2001) Editorial: Presence: Where Are We? Cyberpsychology and
Behavior, 4(2) 179-182.
Slater, M. (1999) Measuring Presence: A
Response to the Witmer and Singer Questionnaire, Presence:
Teleoperators and Virtual Environments, 8(5), 560-566.
Slater, M., Usoh, M. and Steed, A. (1994) Depth of Presence in
Virtual Environments, Presence: Teleoperators and Virtual
Environments, 3.2, 1994, 130- 144.
Witmer, B.G and
Singer, M.J. (1998) Measuring Presence in Virtual Environments: A
Presence Questionnaire, Presence: Teleoperators and Virtual
Environments, 7(3), 225-240.
|