Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
By Mel Slater. Philosophical Transactions of the Royal Society B: Biological Sciences, 2009
2,300 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/7723484429d2d299c17c896aae0d74c3038de29f
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
- Mel Slater
- Maria V. Sanchez-Vives
- H. Ehrsson
- Olaf Blanke
- Raphaela Groten
- Konstantina Kilteni
- Daniel Pérez-Marcos
- Giuseppe Riva
In Social Psychology
- Mel Slater
- Raphaela Groten
- Maria V. Sanchez-Vives
- Tabitha C. Peck
- Konstantina Kilteni
- H. Ehrsson
- Mar González-Franco
- Antoine Jean-Pierre Tixier
In Human-Computer Interaction
- Mel Slater
- Maria V. Sanchez-Vives
- H. Ehrsson
- Raphaela Groten
- Olaf Blanke
- Tabitha C. Peck
- Konstantina Kilteni
- Mar González-Franco
Citations in the corpus
- Inducing Illusory Ownership of a Virtual Body (2009, background): “We argue elsewhere that multisensory contingencies that correspond approximately to those employed to perceive physical reality provide a necessary condition for the illusion of being in the virtual place (Slater 2009).”
- Revisiting Milgram and Kishino's Reality-Virtuality Continuum (2021, background): “…been argued that presence results from the combination of Place Illusion (PI) —otherwise known as spatial presence —and Plausibility Illusion (Psi) , with Place Illusion arising from the immersion of a system (Slater, 2009), and Plausibility Illusion from the coherence of a system (Skarbez, 2016).”
- An exploratory study of perceived safety in a neighborhood park using immersive virtual environments (2018, background): “IVEs–as an alternative to conventional presentation methods–evoke a high degree of realism and/or presence (Slater, 2009; Kim et al., 2012; Heydarian et al., 2015; J. W. Smith, 2015).”
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, background): “One person might explore the environment to a larger extent than the other: for example, by picking up and inspecting objects and thereby testing the limits of the system (Slater 2009).”
- The Ethics of Realism in Virtual and Augmented Reality (2020, background): “These two illusions, place illusion and plausibility, provide the basis for people responding realistically in virtual environments (Slater, 2009).”
- First Person Experience of Body Transfer in Virtual Reality (2010, background): “This also ties in with a recent observation that the strong illusion of being in the place depicted by the virtual reality [24] occurs when sensorimotor contingencies for perception [25], [26] are similar to those of physical reality, that is, when a participant can use their body for perception in ”
- Immersion and the illusion of presence in virtual reality. (2018, background): “But rather than a binary definition, in Slater (2009) I defined ‘immersion’ as an objective property of a system, and higher or lower immersion as the extent to which a VR system can support natural sensorimotor contingencies for perception (O’Regan & No € e, 2001) including the response to a…”
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, background): “Over the last 20 years researchers have defined and explicated the concept of presence in a number of different ways (e.g., Heeter, 1992; K. M. Lee, 2004a; Lombard & Ditton, 1997; McMahan, 2003; Slater, 2009; Slater & Wilbur, 1997; Steuer, 1992; Witmer & Singer, 1998).”
- Virtual reality in the assessment, understanding, and treatment of mental health disorders (2017, background): “Immersion re fl ects the system ’ s technical capabilities; the subjective experience delivered is termed ‘ presence ’ , which is the illusion of being in the place rendered by VR. Presence comprises two concepts: place illusion (PI) and plausibility illusion (Psi) (Slater, 2009).”
- Impact assessment of reinforced learning methods on construction workers' fall risk behavior using virtual reality (2019, background): “Numerous VR studies indicate that realistic virtual environment can provide a strong sense of presence and cause people to respond realistically [28,67,90].”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “Thus, internal and external devices can generate different levels of immersion (Slater, 2009).”
- The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature (2018, background): “This feature can depend on the properties of the technological system used to isolate user from reality (Slater, 2009).”
- Psychological Antecedents of Risk-Taking Behavior in Construction (2014, methodology): “We were confident in using this environment because Slater (2009) showed that people can respond realistically to immersive virtual environments such as SAVES.”
- Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News (2010, background): “Recently, this concept has been deconstructed into place illusion (the original meaning of the terms telepresence or presence)— the sensation of being and operating at a remote or virtual place; and plausibility—the illusion that what is happening is really happening (Slater, 2009).”
- A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays (2015, methodology): “Our aim in this work can be described in terms of Slater’s conception of presence as place and plausibility illusion [19], where we selectively blend reality only as much as needed, so as to minimise the impact on place illusion.”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “…capability of action within a virtual environment has frequently been linked to the feeling of presence in VR (e.g., Sanchez-Vives and Slater, 2005; Slater, 2009), and in line with this idea there is evidence that controlling one’s own locomotion in a virtual landscape increases presence (Stanney…”
- A systematic review of the application of interactive virtual reality to sport (2017, background): “Being a smaller, more portable, and a more affordable system, the HMD is more popular than the CAVE, although both may be regarded as sharing the same key features of an immersive system (Slater, 2009).”