This work presents a study where we used incongruencies on the cognitive and the perceptual layer to investigate their effects on perceived plausibility and, thereby, presence and spatial presence. We used a 2x3 within-subject design with the factors familiar size (cognitive manipulation) and immersion (perceptual manipulation). For the different levels of immersion, we implemented three different tracking qualities: rotation-and-translation tracking, rotation-only tracking, and stereoscopic-view-only tracking. Participants scanned products in a virtual supermarket where the familiar size of these objects was manipulated. Simultaneously, they could either move their head normally or need to use the thumbsticks to navigate their view of the environment. Results show that both manipulations had a negative effect on perceived plausibility and, thereby, presence. In addition, the tracking manipulation also had a negative effect on spatial presence. These results are especially interesting in light of the ongoing discussion about the role of plausibility and congruence in evaluating XR environments. The results can hardly be explained by traditional presence models, where immersion should not be an influencing factor for perceived plausibility. However, they are in agreement with the recently introduced Congruence and Plausibility (CaP) model and provide empirical evidence for the model's predicted pathways.
%0 Conference Paper
%1 brubach2024manipulating
%A Brübach, Larissa
%A Röhm, Mona
%A Westermeier, Franziska
%A Latoschik, Marc Erich
%A Wienrich, Carolin
%B 23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
%D 2024
%I IEEE Computer Society
%K c.wienrich myown xrhub
%R 10.1109/ISMAR62088.2024.00124
%T Manipulating Immersion: The Impact of Perceptual Incongruence on Perceived Plausibility in VR
%U https://downloads.hci.informatik.uni-wuerzburg.de/2024-ismar-manipulating-immersion.pdf
%X This work presents a study where we used incongruencies on the cognitive and the perceptual layer to investigate their effects on perceived plausibility and, thereby, presence and spatial presence. We used a 2x3 within-subject design with the factors familiar size (cognitive manipulation) and immersion (perceptual manipulation). For the different levels of immersion, we implemented three different tracking qualities: rotation-and-translation tracking, rotation-only tracking, and stereoscopic-view-only tracking. Participants scanned products in a virtual supermarket where the familiar size of these objects was manipulated. Simultaneously, they could either move their head normally or need to use the thumbsticks to navigate their view of the environment. Results show that both manipulations had a negative effect on perceived plausibility and, thereby, presence. In addition, the tracking manipulation also had a negative effect on spatial presence. These results are especially interesting in light of the ongoing discussion about the role of plausibility and congruence in evaluating XR environments. The results can hardly be explained by traditional presence models, where immersion should not be an influencing factor for perceived plausibility. However, they are in agreement with the recently introduced Congruence and Plausibility (CaP) model and provide empirical evidence for the model's predicted pathways.
@inproceedings{brubach2024manipulating,
abstract = {This work presents a study where we used incongruencies on the cognitive and the perceptual layer to investigate their effects on perceived plausibility and, thereby, presence and spatial presence. We used a 2x3 within-subject design with the factors familiar size (cognitive manipulation) and immersion (perceptual manipulation). For the different levels of immersion, we implemented three different tracking qualities: rotation-and-translation tracking, rotation-only tracking, and stereoscopic-view-only tracking. Participants scanned products in a virtual supermarket where the familiar size of these objects was manipulated. Simultaneously, they could either move their head normally or need to use the thumbsticks to navigate their view of the environment. Results show that both manipulations had a negative effect on perceived plausibility and, thereby, presence. In addition, the tracking manipulation also had a negative effect on spatial presence. These results are especially interesting in light of the ongoing discussion about the role of plausibility and congruence in evaluating XR environments. The results can hardly be explained by traditional presence models, where immersion should not be an influencing factor for perceived plausibility. However, they are in agreement with the recently introduced Congruence and Plausibility (CaP) model and provide empirical evidence for the model's predicted pathways.},
added-at = {2024-08-27T11:07:22.000+0200},
author = {Brübach, Larissa and Röhm, Mona and Westermeier, Franziska and Latoschik, Marc Erich and Wienrich, Carolin},
biburl = {https://www.bibsonomy.org/bibtex/24a53cf5cfb70d38f0d72a150c0d35432/hci-uwb},
booktitle = {23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR)},
doi = {10.1109/ISMAR62088.2024.00124},
eventdate = {21-25 Oct 2024},
eventtitle = {23rd IEEE International Symposium on Mixed and Augmented Reality (ISMAR)},
interhash = {d8a9e96d644329076e63f7873bc94bb3},
intrahash = {4a53cf5cfb70d38f0d72a150c0d35432},
keywords = {c.wienrich myown xrhub},
note = {IEEE ISMAR Best Paper Nominee 🏆},
publisher = {IEEE Computer Society},
timestamp = {2025-06-05T17:32:44.000+0200},
title = {Manipulating Immersion: The Impact of Perceptual Incongruence on Perceived Plausibility in VR},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ismar-manipulating-immersion.pdf},
venue = {Greater Seattle Area, United States},
year = 2024
}