How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
By James J. Cummings, Jeremy N. Bailenson. 2016
1,469 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/33fc3de4871635fd8c45419b32fbd078b7f974d2
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Jeremy N. Bailenson
- Guido Makransky
- N. Yee
- G. Welch
- Catherine S. Oh
- Sarune Baceviciute
- Niels Koch Andreasen
- Emma J. Stilinović
In Computer Vision and Pattern Recognition
- Guido Makransky
- G. Welch
- Magnus K. Omdahl
- Oliver A. Meyer
- Catherine S. Oh
- Lau Lilleholt
- Emma J. Stilinović
- Nicola S. Schutte
In Human-Computer Interaction
- Guido Makransky
- Magnus K. Omdahl
- Oliver A. Meyer
- Sarune Baceviciute
- Niels Koch Andreasen
- Richard E. Mayer
- Lau Lilleholt
- N. Yee
Citations in the corpus
- Facilitating empathy through virtual reality (2017, background): “This virtual reality presentation represents a number of the most important immersive features identified by Cummings and Bailenson (2015), including a wide field of view (360), tracking of user actions and rapid update rate.”
- A Survey of Presence and Related Concepts (2017, background): “One can be involved but not present (e.g., watching a soap opera, reading a book)” [120], or “[A] user can feel spatially present in a VE designed to be boring without feeling engaged in it or cognitively involved” [39].”
- A structural equation modeling investigation of the emotional value of immersive virtual reality in education (2018, background): “…of 1.67 in favor of immersive VR is larger than the results from a recent meta-analysis investigating the impact of immersion (e.g., immersive VR with head tracking compared to a desktop display), which found a medium impact of immersion on presence of r = 0.339 (Cummings & Bailenson, 2016).”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “The effects of virtual reality (VR) on human perceptions are well documented (Cummings & Bailenson, 2015) and within such virtual environments, “ the avatar is the primary identity cue ” (Yee et al., 2007, p. 274).”
- Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment (2019, background): “Cummings and Bailenson (2016) argue that immersion is an objective measure based on the vividness o ff ered and the extent to which a medium shuts out the outside world.”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “…Davis et al., 2014; Rebenitsch and Owen, 2016) or of presence (see Lombard and Ditton, 1997; Schuemie et al., 2001; Sadowski and Stanney, 2002; Biocca et al., 2003; Lee, 2004; Sanchez-Vives and Slater, 2005; for a meta-analysis see Cummings and Bailenson, 2016), but rather, of their interrelation.”
- Combating VR sickness through subtle dynamic field-of-view modification (2016, background): “However, there is also a well known relationship between FOV and presence, the subjective experience of being in one environment, even when one is physically situated in another [32]—Decreasing FOV can reduce the user's sense of presence (e.g., [4] [23] [34]).”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, methodology): “In their meta-analysis on the impact of immersion on telepresence, Cummings and Bailenson (2016) similarly found that general modality (e.g., comparing an HMD with head-tracking to a desktop computer) was one of the most frequently studied predictors of telepresence.”
- Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality. (2020, background): “…between different types of VR outlined above is the degree of immersion (Cummings & Bailenson, 2016; Makransky & Lilleholt, 2018), which is the vividness offered by the system, and the extent to which the used display system is capable to shut out the outside world (Cummings & Bailenson, 2016).”
- The Digital Workforce and the Workplace of the Future (2016, background): “…solutions that facilitate collaboration, communication, and document sharing (Gilson et al., 2015); however, the use of even more immersive technologies may help virtual teams members increase their presence, or the psychological experience of “ being there ” (Cummings & Bailenson, 2015).”