Credit: CC0 Public Domain
People with vivid imaginations are
more likely than others to believe they truly inhabit the worlds they visit in
virtual reality (VR) according to new research led by the University of Bath.
This finding, published at this
year's CHI Conference on Human Factors in Computing Systems lays the foundation
for software developers to improve VR applications by tailoring them to the personalities of
individual players.
There has been a long-held
assumption that the quality of a user's VR equipment directly improves the
quality of their VR experience. In other words, the better and more expensive
the VR headset and screen, the more convincing the experience.
However, the new Bath study
suggests that when it comes to feeling present in a virtual world, the nature
of an individual's imagination may be just as important as, if not more
important than, the quality of equipment.
"We found imagination is an
important component in the formation of presence: the better a person's
imagination, the more able they are to find themselves in that world,"
said Dr. Christopher Clarke, researcher from the Department of Computer Science
at Bath and study co-author.
Beyond gaming
The implications of this research
extend beyond gaming: in the years ahead, VR is expected to play a significant
role in many areas of life, from workplace training to medical rehabilitation
programs.
"This is definitely an area
that needs more exploration if people and organizations are to integrate VR
into their lives," said Dr. Clarke.
This new research, which involved academics from the universities of Bath, Bristol and King's College London, set out to understand how differences in imaginative "suggestibility" mean some people get a lot more from VR than others. The study is believed to be the first to examine the role of imagination in making a person feel truly present in a virtual world.
Credit: University of Bath
Presence
Imaginative suggestibility
describes the ability to successfully experience an imaginary scenario as if it
were real. This concept has been primarily investigated in the context of
hypnosis, with those high in imaginative suggestibility also proving more
susceptible to being placed in a hypnotic trance.
The researchers hypothesized that
imaginative suggestibility played a significant role in the development of
'presence' in VR.
Elaborating, Dr. Crescent Jicol,
Bath computer science researcher and lead author of the paper, said,
"Different people imagine sensations, colors, images, sounds and smells at
very different levels of vividness. So, if I say, 'Your hand is under a constant
stream of water', you'll be able to imagine this very differently depending on
your imaginative suggestibility. The easier you find it to imagine such a
scenario, the more present you'll be in VR."
Presence—the feeling of being
"in" the virtual world—is important for how we experience VR. It comes in three sub-types:
- Physical presence: the
feeling that a virtual space is in fact real.
- Social presence: the
feeling that the other characters in the virtual world are real.
- Self presence: the feeling
that you are the avatar you embody in the virtual world.
Dr. Jicol said, "Presence is
instrumental to a variety of VR applications, from those meant for
entertainment such as games, to applications for learning, training, and
rehabilitation. Research into presence—how it works and how to increase it—is
one of the leading areas of VR research. Yet much of this exploration has
focused on the technology behind VR."
Dr. Jicol added, "What makes
these findings particularly remarkable is that imaginative suggestibility
affected presence across all three sub types. This could mean that regardless
of what you are using VR for—from socializing to adventuring—your imagination
is playing an important role."
Psychological factors
The researchers believe that by
examining how psychological factors such as imaginative suggestibility can
transform the effects of technology, developers will be in a position to design
better virtual worlds for any application.
The VR market is one of the fastest
growing sectors in technology. Technological challenges, such as the weight of
the headset, are well-known and are being actively worked upon by hardware
developers. However, until now, personality characteristics that might dissuade
some people from using and engaging with the technology have been
underexplored.
The Bath research into imaginative suggestibility takes an important step in addressing this.
Source: Suggestible people feel more 'present' in virtual reality, study finds (techxplore.com)
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