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The actor-observer effect in virtual reality presentations.

P Larsson1, D Västfjäll, M Kleiner

  • 1Chalmers Room Acoustics Group, Department of Applied Acoustics, Chalmers University of Technology, Göteborg, Sweden. pontus.larsson@ta.chalmers.se

Cyberpsychology & Behavior : the Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society
|November 17, 2001
PubMed
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Actors in virtual reality (VR) presentations reported higher presence and enjoyment but also more simulation sickness than observers. Observers experienced more distractions, with no audio quality differences noted.

Area of Science:

  • Human-Computer Interaction
  • Virtual Reality Studies
  • Immersive Technologies

Background:

  • Virtual reality (VR) presentations are increasingly used for information dissemination.
  • VR demands high fidelity in visual, aural, and tactile reproduction.
  • A common VR scenario involves an actor within a virtual environment (VE) and observing audience.

Purpose of the Study:

  • To compare the evaluations of virtual reality (VR) presentations between active participants (actors) and passive viewers (observers).
  • To investigate differences in presence, realism, enjoyment, distraction, and simulation sickness between actors and observers in VR.

Main Methods:

  • An experiment was conducted with 16 actors and 16 observers interacting with or observing a VE.
  • Participants rated the quality of the VR presentation.

Related Experiment Videos

  • Data collected focused on subjective experiences of presence, realism, enjoyment, distraction, and simulation sickness.
  • Main Results:

    • Actors reported significantly higher presence, realism, and enjoyment compared to observers.
    • Observers experienced greater distraction from external events than actors.
    • Actors reported increased symptoms of simulation sickness, while audio quality ratings were similar for both groups.

    Conclusions:

    • Active participation in VR environments enhances user experience regarding presence and enjoyment.
    • Passive observation in VR may lead to increased distraction and reduced engagement.
    • Simulation sickness is a notable factor for actors in VR, requiring further consideration in design and application.