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Updated: Jul 1, 2026

Evaluating Usability Aspects of a Mixed Reality Solution for Immersive Analytics in Industry 4.0 Scenarios
Published on: October 6, 2020
Going Beyond the Ordinary - User Perceptions of the Impact of Multisensory Elements on Presence in Virtual Reality at
Andy T Woods1,2, Marusa Levstek1,2, Jamie Moffatt2
1StoryFutures, 3162Royal Holloway, University of London, Egham, TW20 0EX, UK.
Abstract:
This exploratory study investigates the relative impacts of incorporating additional sensory- and embodiment-enhancing elements into virtual reality (VR) experiences beyond standard headset features, including vibrating floors, blowing wind, accurately rendered hands, free-roam walking and seeing avatars of real people; the outcome is sometimes called a hyper-reality experience. After taking part in the Current Rising immersive experience at the Royal Opera House, 726 participants completed a survey examining the different perceived impacts the various additional elements were thought to have on presence. Blowing wind and free-roam walking were thought to be most impactful on presence, followed by floor vibration (contrary to expectations), along with seeing avatars. Conversely, virtual hands were thought to exhibit the least influence, despite being rendered with greater detail and precision than those commonly found in standard VR applications. Past VR experience only minimally affected these reported impacts, suggesting that hyper-reality experiences introduce novel elements even to experienced users. By looking at the perceived impact on presence over a rich, holistic range of factors (multisensory elements, virtual bodies, prior experience and enjoyment) in a real-world cultural experience, these findings offer practical guidance for immersive experience designers and researchers to optimise presence. Future research should explore more nuanced assessments of presence and consider non-correlational experimental designs that mitigate various highlighted potential biases and confounding factors.
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